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A flaming uppercut kick, also referred to as "Flash Kick". This is Ash's uppercut, and in is important in establishing a threatening neutral game in tandem with his fireball. The motion requires charge meaning you can't use it on demand all the time, but as long as you have charge, the motion makes it very easy to react to jumps with this. In general when these connect, Ash has enough time to run up and throw his opponent even if they quick rise. | A flaming uppercut kick, also referred to as "Flash Kick". This is Ash's uppercut, and in is important in establishing a threatening neutral game in tandem with his fireball. The motion requires charge meaning you can't use it on demand all the time, but as long as you have charge, the motion makes it very easy to react to jumps with this. In general when these connect, Ash has enough time to run up and throw his opponent even if they quick rise. | ||
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'''B version''' = The faster of the two uppercuts, at 4f start-up. However this version only has a small amount of head invincibility, making it prone to trade or lose entirely to jump-ins. Primarily you should only use this for combos. This version recovers quickly relatively speaking, allowing for some gimmicky uses such as whiffing it fullscreen to bait an unsuccessful punish or crossing up the opponent after a forward throw. | '''B version''' = The faster of the two uppercuts, at 4f start-up. However this version only has a small amount of head invincibility, making it prone to trade or lose entirely to jump-ins. Primarily you should only use this for combos. If you get a trade you can go for [4]6+D (Germinal Caprice) to start a big combo. This version recovers quickly relatively speaking, allowing for some gimmicky uses such as whiffing it fullscreen to bait an unsuccessful punish or crossing up the opponent after a forward throw. | ||
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'''D version''' = This version is slower but has full invincibility. This is the preferred version to use as an anti-air or reversal. | '''D version''' = This version is slower but has full invincibility. This is the preferred version to use as an anti-air or reversal. If the opponent quick-rises you get a crossup setup with Super Jump D. As it can only be supercancelled on the first hit, on early antiairs you're not getting good damage. Beware if blocked or whiffed as it has lots of landing recovery frames | ||
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'''EX version''' = 1f faster start-up than the D version, with just as much invincibility. A strong uppercut, but often unnecessary to use instead of the D version unless the extra 51 dmg will kill. Saving your meter for a stronger conversion down the line could be a more useful usage of meter. | '''EX version''' = 1f faster start-up than the D version, with just as much invincibility. A strong uppercut, hits 4 times so depending on how far it connects from the opponent might be worth, but often you should go for the D version as it offers the same oki but with less damage unnecessary to use instead of the D version unless the extra 51 dmg will kill. Saving your meter for a stronger conversion down the line could be a more useful usage of meter. Beware if blocked or whiffed as it has lots of landing recovery frames. | ||
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Revision as of 15:53, 14 October 2022
The King of Fighters XV | |
Contents
- 1 Movelist
- 2 Quick Combo Reference
- 3 Gameplay Overview
- 4 Normals
- 5 Rush Moves
- 6 Throws
- 7 Command Moves
- 8 Special Moves
- 9 Super Special Moves
- 10 Climax Super Special Moves
- 11 Misc
- 12 Videos
- 13 Navigation
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = 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 |
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Normals
Far Standing Normals
Far A
stand A
f.A
f.A
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Far B
stand B
f.B
f.B
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Far C
stand C
f.C
f.C
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Far D
stand D
f.D
f.D
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Close Standing Normals
Close A
close A
cl.A
cl.A
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Close B
close B
cl.B
cl.B
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Close C
close C
cl.C
cl.C
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Close D
close D
cl.D
cl.D
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Crouch Normals
Crouch A
crouch A
2A
2A
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Crouch B
crouch B
2B
2B
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Crouch C
crouch C
2C
2C
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Crouch D
crouch D
2D
2D
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Jump Normals
Jump A
jump A
j.A
j.A
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Jump B
jump B
j.B
j.B
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Jump C
jump C
j.C
j.C
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Jump D
jump D
j.D
j.D
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Blowback
Blowback
Blowback
CD
CD
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ShatterStrike
Shatterstrike
236CD
236CD
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jump CD
jump CD
j.CD
j.CD
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Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
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Throws
Récompenses
Récompenses
(close) 4/6C
(close) 4/6C
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Vertus
Vertus
(close) 4/6D
(close) 4/6D
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Command Moves
Floreal
Floreal
4B
4B
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Floreal
Floreal
4D
4D
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Floreal • instant
Floreal instant
6D
6D
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Special Moves
Ventose
Ventose
[4]6A/C/A+C
[4]6A/C/A+C
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Nivose
Nivose
[2]8B/D/B+D
[2]8B/D/B+D
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Genie
Genie
214A
214A
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Germinal Caprice
Germinal Caprice
46B
46B
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Super Special Moves
Thermidor
Thermidor
236236A/C/AC
236236A/C/AC
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Pluviose
Pluviose
236236B/D/BD
236236B/D/BD
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Sans-culotte
Sans-culotte
A~B~C~D
A~B~C~D
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Climax Super Special Moves
Espoir
Espoir
2141236CD
2141236CD
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
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