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The King of Fighters XV/Ash Crimson: Difference between revisions
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Uncle Fungus (talk | contribs) →Quick Combo Reference: Filled out quick combo guide |
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
2A 2A 2A | 2A > 2A > 2A > [4]6B = 121 dmg<br/> | ||
cl.B > 4B, 2A > [4]6B = 150 dmg<br/> | |||
2B 2B 4B [2]8B | 2B > 2B > 4B, [2]8B = 148dmg<br/> | ||
2C | 2C > [4]D, [2]8D = 248 dmg<br/> | ||
5D | 5D > 214AC, [4]6D, [2]8D = 332 dmg (EX)<br/> | ||
( | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
2C | 2C > [4]6D, [2]8D > 236236K = 325 dmg<br/> | ||
5D > 214AC, [4]6D, [4]6BD, [2]8D = 418 dmg<br/> | |||
5D | |||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
2C | 2C > [4]6D A~B~C~D (6D xx 46D)x5, [2]8D = 479 dmg<br/> | ||
2B | 2B > 2B > 4B > Quick Max > 5D > 214AC, [4]6D, [4]6BD, [2]8D > 236236k = 422 dmg (3rd position only)<br/> | ||
( | |||
|- | |- | ||
|} | |} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
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* '''Snowball Potential''': All of the above makes Ash very scary to approach. As his great zoning wears you down and forces you to approach him, he waits for the right opportunity to pop Sans-Culotte. One wrong move and into the ToD blender you go. Thus, Ash can be a great comeback character and is terrifying to fight without meter or strong mobility options. | * '''Snowball Potential''': All of the above makes Ash very scary to approach. As his great zoning wears you down and forces you to approach him, he waits for the right opportunity to pop Sans-Culotte. One wrong move and into the ToD blender you go. Thus, Ash can be a great comeback character and is terrifying to fight without meter or strong mobility options. | ||
* '''Charge Character''': Having charge means Ash can react to the options opponents bring much quicker and much easier than normal, and his anti air can't get crossed up. | * '''Charge Character''': Having charge means Ash can react to the options opponents bring much quicker and much easier than normal, and his anti air can't get crossed up. | ||
| cons= | | cons= | ||
* '''Stubby''': Ash has many short range normals, making midrange and close range combat difficult. | * '''Stubby''': Ash has many short range normals, making midrange and close range combat difficult. | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
*Whiffs on crouchers. | *Whiffs on crouchers. | ||
A high air punch. Functions exclusively as an air to air. Angled much higher than j.B, to where it cannot hit crouchers. The range isn't as good horizontally, but the extra vertical range can help it when using defensive air-to-airs. | A high air punch. Functions exclusively as an air to air. Angled much higher than j.B, to where it cannot hit crouchers. The range isn't as good horizontally, but the extra vertical range can help it when using defensive air-to-airs. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=A downwards arcing kick. This is Ash's best jump in if you want to land a combo. It has a large forwards and downwards hitbox, good for offense and defense. Hop back j.D can hit standing opponents for a defensive option against a ground approach. | |description2=A downwards arcing kick. This is Ash's best jump in if you want to land a combo. It has a large forwards and downwards hitbox, good for offense and defense. Hop back j.D can hit standing opponents for a defensive option against a ground approach. | ||
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|description= | |description= | ||
Shatter Strike. Especially useful as Ash as the crumple gives him plenty of time to charge and get his full damage combos. | Shatter Strike. Especially useful as Ash as the crumple gives him plenty of time to charge and get his full damage combos. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=ash_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is on the feet. | |||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=A jumping double chop. Very good downwards hitbox but little horizontal hitbox. Use for offense, not defense. | |description2=A jumping double chop. Very good downwards hitbox but little horizontal hitbox. Use for offense, not defense. | ||
}} | }} | ||
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|captions="Flower" | |captions="Flower" | ||
|description= | |description= | ||
*Can also be done with 6B | |||
A forwards sobat kick. One of Ash's three sobat kicks. Despite similar animations, then all have slightly different properties that greatly affect how they are used. 4B moves Ash forward. This sobat is plus on hit but slightly negative on block. Unfortunately, despite the animation, this doesn't go over lows, same with 4D. This is Ash's hit confirm sobat, as it allows for easy Max mode and super conversions off of lights. It can also be used to pester opponents at midscreen distance, and move forward while keeping charge. The vertical hitbox is not that high so jumping opponents can cause a problem. It also is the slowest out of the three sobats. One thing to note is that on hit, this move is plus enough to link a [2]8B or a 2A after. The timing is very tight for the [2]8B link however; you barely have enough time to charge 2 before the hitstun wears off. It also drops at further ranges. This is a low priority link to learn now that Ash has a more consistent light combo option in [4]6B. In juggle combos this offers no juggle potential, but is used in side swapping Sans-Coulette combos. | A forwards sobat kick. One of Ash's three sobat kicks. Despite similar animations, then all have slightly different properties that greatly affect how they are used. 4B moves Ash forward. This sobat is plus on hit but slightly negative on block. Unfortunately, despite the animation, this doesn't go over lows, same with 4D. This is Ash's hit confirm sobat, as it allows for easy Max mode and super conversions off of lights. It can also be used to pester opponents at midscreen distance, and move forward while keeping charge. The vertical hitbox is not that high so jumping opponents can cause a problem. It also is the slowest out of the three sobats. One thing to note is that on hit, this move is plus enough to link a [2]8B or a 2A after. The timing is very tight for the [2]8B link however; you barely have enough time to charge 2 before the hitstun wears off. It also drops at further ranges. This is a low priority link to learn now that Ash has a more consistent light combo option in [4]6B. In juggle combos this offers no juggle potential, but is used in side swapping Sans-Coulette combos. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=ash_6d | |moveId=ash_6d | ||
|captions=, Low Invincible | |||
|description= | |description= | ||
An in-place sobat kick. The last of Ash's three sobat kicks. Ash stays in place for this one, which makes it less unique of a command normal, but still functions as a solid poke. Unlike the others, this one does go over lows. The frame data and start up is the same as 4D, but the extra speed is more notable here when used for poking. The range is about the same as 2B and 2D, but is harder to hop over. In juggles this grants a limited juggle state, and is useful for super cancels. Be careful not to accidentally use [4]6D when attempting this move. | An in-place sobat kick. The last of Ash's three sobat kicks. Ash stays in place for this one, which makes it less unique of a command normal, but still functions as a solid poke. Unlike the others, this one does go over lows. The frame data and start up is the same as 4D, but the extra speed is more notable here when used for poking. The range is about the same as 2B and 2D, but is harder to hop over. In juggles this grants a limited juggle state, and is useful for super cancels. Be careful not to accidentally use [4]6D when attempting this move. | ||
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|moveId=ash_46a,ash_46c,ash_46ac | |moveId=ash_46a,ash_46c,ash_46ac | ||
|input=[4]6A/C/AC | |input=[4]6A/C/AC | ||
|captions="Wind" | |captions="Wind / A Version (Hitbox),,C Version,,,EX Version" | ||
|description3= | |description3= | ||
* Projectile | * Projectile | ||
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|moveId=ash_28b,ash_28d,ash_28bd | |moveId=ash_28b,ash_28d,ash_28bd | ||
|input=[2]8B/D/BD | |input=[2]8B/D/BD | ||
|captions="Snow" | |captions="Snow"/ B Version (Hitbox),,,,D Version,,,,EX Version | ||
|description3=*Anti air special | |description3=*Anti air special | ||
*B version is fast with no invincibility, D version is slower with invincibility | *B version is fast with no invincibility, D version is slower with invincibility | ||
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|moveId=ash_214a,ash_214b,ash_214c,ash_214d,ash_214ac,ash_214bd | |moveId=ash_214a,ash_214b,ash_214c,ash_214d,ash_214ac,ash_214bd | ||
|input=214A/B/C/D/AC/BD | |input=214A/B/C/D/AC/BD | ||
|captions="Spirit" | |captions="Spirit"/ A Version (Hitbox),,B Version,,C Version,,D Version,,AC EX Version,,BD EX Version | ||
|description4= | |description4= | ||
* 17f before a flame spawns. | * 17f before a flame spawns. | ||
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|moveId=ash_46b,ash_46d,ash_46bd | |moveId=ash_46b,ash_46d,ash_46bd | ||
|input=[4]6B/D/BD | |input=[4]6B/D/BD | ||
|captions="Fleeting Spring" | |captions="Fleeting Spring"/ B Version (Hitbox),,,D Version,,,EX Version | ||
|description3=A dash into an uppercut. This is a combo-focused special move, with some niche uses to catch people off guard in neutral. | |description3=A dash into an uppercut. This is a combo-focused special move, with some niche uses to catch people off guard in neutral. | ||
---- | ---- | ||
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|moveId=ash_236236a,ash_236236c,ash_236236ac | |moveId=ash_236236a,ash_236236c,ash_236236ac | ||
|name=Thermidor | |name=Thermidor | ||
|captions="Gift of Flame" | |captions="Gift of Flame"/ Normal Version (Hitbox), Max Version | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|description3=* Multi-hit projectile. | |description3=* Multi-hit projectile. | ||
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|moveId=ash_236236b,ash_236236d,ash_236236bd | |moveId=ash_236236b,ash_236236d,ash_236236bd | ||
|name=Pluviose | |name=Pluviose | ||
|captions="Rain" | |captions="Rain"/ Normal Version (Hitbox),,,,,,Max Version | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|description3=* Invincible start-up. | |description3=* Invincible start-up. |
Latest revision as of 15:30, 4 January 2025
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2A > 2A > 2A > [4]6B = 121 dmg |
1 Meter |
2C > [4]6D, [2]8D > 236236K = 325 dmg |
2 Meters |
2C > [4]6D A~B~C~D (6D xx 46D)x5, [2]8D = 479 dmg |
Gameplay Overview
Meet the Guile of KOF. Ash Crimson is a zoner-type charge-based character, with the signature projectile and uppercut gameplay ubiquitous with the genre. What Ash brings to the table however, is explosive combo potential with his Sans-Culotte install super. Since he lacks strong offense and mix-up potential, this trait turns him into a OHKO style of character that wants to force his opponent to make some sort of mistake and punish them with their life. Ash can function ok as a point character, as characters will have less anti-fireball tools when meterless, but he excels in the anchor position where he can cash out on your meter to finish a game. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
f.A
f.A
|
---|
Far B
stand B
f.B
f.B
|
---|
Far C
stand C
f.C
f.C
|
---|
Far D
stand 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
|
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
Shatterstrike
236CD
236CD
|
---|
AdvanceStrike
Advancestrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Récompenses
Récompenses
(close) 4/6C
(close) 4/6C
|
---|
Vertus
Vertus
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Floreal
Floreal
4B
4B
|
---|
Floreal
Floreal
4D
4D
|
---|
Floreal • instant
Floreal instant
6D
6D
|
---|
Special Moves
Ventose
Ventose
[4]6A/C/AC
[4]6A/C/AC
|
---|
Nivose
Nivose
[2]8B/D/BD
[2]8B/D/BD
|
---|
Genie
Genie
214A/B/C/D/AC/BD
214A/B/C/D/AC/BD
|
---|
Germinal Caprice
Germinal Caprice
[4]6B/D/BD
[4]6B/D/BD
|
---|
Super Special Moves
Thermidor
Thermidor
236236A/C/AC
236236A/C/AC
|
---|
Pluviose
Pluviose
236236B/D/BD
236236B/D/BD
|
---|
Sans-culotte
Sans-culotte
A~B~C~D
A~B~C~D
|
---|
Climax Super Special Moves
Espoir
Espoir
2141236CD
2141236CD
|
---|
Misc
Alternate Colors