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The King of Fighters XV/Ash Crimson: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Ash Profile.png|thumb|A descendent of Saiki, the leader of Those from the Past, this young man was once thought to be erased from time.</br>Wielding flames of emerald and an arrogant smile, Ash teams with Kukri to help him complete his goal.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Ash Profile.png|thumb|A descendent of Saiki, the leader of Those from the Past, this young man was once thought to be erased from time.</br>Wielding flames of emerald and an arrogant smile, Ash teams with Kukri to help him complete his goal. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 23f | |||
<br>'''Run Speed Ranking:''' 7 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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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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{{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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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=ash_46a,ash_46c,ash_46ac | |moveId=ash_46a,ash_46c,ash_46ac | ||
|input=[4]6A/C/ | |input=[4]6A/C/AC | ||
|captions="Wind" | |captions="Wind / A Version (Hitbox),,C Version,,,EX Version" | ||
|description3= | |description3= | ||
* Projectile | * Projectile | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=ash_28b,ash_28d,ash_28bd | |moveId=ash_28b,ash_28d,ash_28bd | ||
|input=[2]8B/D/ | |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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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|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 | ||
|captions="Spirit" | |input=214A/B/C/D/AC/BD | ||
|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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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=ash_46b,ash_46d,ash_46bd | |moveId=ash_46b,ash_46d,ash_46bd | ||
|captions="Fleeting Spring" | |input=[4]6B/D/BD | ||
|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. | ||
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* Ash does not build meter or cause stun during the install | * Ash does not build meter or cause stun during the install | ||
Ash's signature "install" super, alluding to Sol's "Dragon Install" from Guilty Gear. This is Ash's most defining feature. On activation, Ash causes an explosion around him that launches the opponent directly upwards. This a fast and rewarding anti-air, though the input makes it difficult to do without buffering it behind another move. Works well as a reversal however, as you can buffer the A~B~C input behind the knockdown animation. After the initial explosion, Ash will be free to act and glow green for 4 seconds, showing that he is in the Sans-Culotte state (note that this 4 second window doesn't tick during hitstop, so it lasts longer realistically during combos). During this state, his command normals become special cancellable, his special moves that normally require charge can now be executed without charge, and his [2]8K and [4]6K specials are cancellable into command normals. All this combined gives Ash incredible extended juggle combos. Knowing these combos is the key to unlocking Ash's full potential. Note the block disadvantage this move has. Combine that with the 2 bar cost, and this super doesn't have much use outside of combos. If you drop your Sans-Culotte combo, you might be able to use its benefits to re-pick up a combo or safely cause guard damage, but this should never be something to rely upon. | Ash's signature "install" super, alluding to Sol's "Dragon Install" from Guilty Gear. This is Ash's most defining feature. On activation, Ash causes an explosion around him that launches the opponent directly upwards. This a fast and rewarding anti-air, though the input makes it difficult to do without buffering it behind another move. Works well as a reversal however, as you can buffer the A~B~C input behind the knockdown animation. After the initial explosion, Ash will be free to act and glow green for 4 seconds, showing that he is in the Sans-Culotte state (note that this 4 second window doesn't tick during hitstop, so it lasts longer realistically during combos). | ||
During this state, his command normals become special cancellable, his special moves that normally require charge can now be executed without charge, and his [2]8K and [4]6K specials are cancellable into command normals. | |||
All this combined gives Ash incredible extended juggle combos. Knowing these combos is the key to unlocking Ash's full potential. Note the block disadvantage this move has. Combine that with the 2 bar cost, and this super doesn't have much use outside of combos. If you drop your Sans-Culotte combo, you might be able to use its benefits to re-pick up a combo or safely cause guard damage, but this should never be something to rely upon. | |||
Only special move in the game that you can cancel from Rush Moves (2nd and 3rd) | Only special move in the game that you can cancel from Rush Moves (2nd and 3rd) | ||
While Glowing green, moves suffer additional 50% damage reduce (without getting under usual minimums), and no move will add any stun to opponent. | |||
}} | }} | ||
Latest revision as of 16:12, 29 May 2024
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 xx [4]6B |
( = dmg |
1 Meter |
2C xx [4]6C, 236236K |
( = dmg |
2 Meters |
2C xx [4]6D A~B~C~D (6D xx 46D)xN*, [2]8D |
( = dmg |
* N being when Sans-Culotte's timer is about to run out
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