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XV Broken/Ash Crimson: Difference between revisions
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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 | ||
|description4=* 55 frame startups total before Ash can move. | |description4=* 55 frame startups total before Ash can move. | ||
* A is closest to Ash with D being the furthest away. | * A is closest to Ash, then B, then C, with D being the furthest away. | ||
* Does not disappear if Ash is hit. | * Does not disappear if Ash is hit. | ||
Ash places a flame on screen which explodes when the opponent walks near it. A unique trap-like projectile that can give Ash a lot of block or hit advantage if it works. Placing one somewhere on screen while throwing fireballs can make for a difficult to navigate maze of hitboxes. However, the explosion is not very large and not very damaging, so the threat is minimal, especially against aggressive opponents that will likely just run past it. Against defensive players however, this can be more effective. When the flame is onscreen, if the opponent is about three character lengths away, they will enter a blocking animation if they hold back. preventing them from walking back. This can give Ash a window to move in, as if they want to retreat they'll have to use a more committal option such as backdash or roll. All this is said without mentioning the long start up. It takes 17f for the flame to appear on screen, an additional 20f before the flame can explode, and in total, 55f before Ash can move and block again. There's no way to guarantee a flame on block, but if your opponent is very defensive, you can get away with setting one off of blocked heavies or CD. The ideal flame to place on block is either A or B. The A flame will usually interrupt the opponent if they attempt to poke out. The B flame will explode the soonest as it'll place the flame right on top of the opponent, but they can jump or poke out of it. | Ash places a flame on screen which explodes when the opponent walks near it. A unique trap-like projectile that can give Ash a lot of block or hit advantage if it works. Placing one somewhere on screen while throwing fireballs can make for a difficult to navigate maze of hitboxes. However, the explosion is not very large and not very damaging, so the threat is minimal, especially against aggressive opponents that will likely just run past it. Against defensive players however, this can be more effective. When the flame is onscreen, if the opponent is about three character lengths away, they will enter a blocking animation if they hold back. preventing them from walking back. This can give Ash a window to move in, as if they want to retreat they'll have to use a more committal option such as backdash or roll. All this is said without mentioning the long start up. It takes 17f for the flame to appear on screen, an additional 20f before the flame can explode, and in total, 55f before Ash can move and block again. There's no way to guarantee a flame on block, but if your opponent is very defensive, you can get away with setting one off of blocked heavies or CD. The ideal flame to place on block is either A or B. The A flame will usually interrupt the opponent if they attempt to poke out. The B flame will explode the soonest as it'll place the flame right on top of the opponent, but they can jump or poke out of it. | ||
The flame is also useful as an oki option. If you end a juggle with a normal, you can cancel the normal into a flame to set one on top of your opponent as they get up. Your options will be | The flame is also useful as an oki option. If you end a juggle with a normal, you can cancel the normal into a flame to set one on top of your opponent as they get up. You can also set it after hard knockdowns such as throws or supers. Your options will be: | ||
|description5=* | c.D or 2C midscreen = C flame | ||
|description6=* | c.D or 2C corner = A flame (won't work if directly in the corner) | ||
2D midscreen = C flame (push them into the flame if they don't quick rise) | |||
2D corner = A flame | |||
Any hard knockdown in the corner = A flame | |||
Forward throw = A flame (immediate [2]8B causes the flame to hit cross-up) | |||
Backward throw = B flame | |||
236236K = B flame | |||
236236BD = C flame | |||
|description5=* Places a flame inbetween where 214A and 214B would place a flame. | |||
* Combo starter | |||
This flame is designed to be placed specifically where your opponent would be pushed back if cancelled from a heavy normal. This leads to some of Ash's strongest combos as it causes a launch. It's also safe on block making it non-committal, aside from the meter usage. Because this only combos from heavy normals, and Ash doesn't have any multi-hitting heavies or cancellable command normals, knowing when Ash gets a guaranteed heavy normal punish can vastly improve your overall damage. You can also use the c.A > c.C link at close range. | |||
|description6=* Places a flame directly wherever the opponent is standing. | |||
* Has higher start-up than 214AC. | |||
This flame tracks the opponent, allowing you to tag opponents from anywhere. This is a fantastic anti-zoning tool as you don't have to worry about clashing fireballs. The start up is slower than 214AC so you can't combo into this, but it recovers faster leading to much more block and hit advantage. | |||
}} | }} | ||
Revision as of 20:42, 4 March 2022
The King of Fighters XV | |
Contents
- 1 Introduction
- 2 Movelist
- 3 Quick Combo Reference
- 4 Gameplay Overview
- 5 Normals
- 6 Rush Moves
- 7 Throws
- 8 Command Moves
- 9 Special Moves
- 10 Super Special Moves
- 11 Climax Super Special Moves
- 12 Misc
- 13 Videos
- 14 Navigation
Introduction
A descendent of Saiki, the leader of Those from the Past, this young man was once thought to be erased from time.
Wielding flames of emerald and an arrogant smile, Ash teams with Kukri to help him complete his goal.
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
Ash Crimson is an XYZ charcter who does QWE using ASDF. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
No results
No results
No results
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No results
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Far B
No results
No results
No results
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No results
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Far C
No results
No results
No results
|
No results
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Far D
No results
No results
No results
|
No results
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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
No results
No results
No results
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No results
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Crouch B
No results
No results
No results
|
No results
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Crouch C
No results
No results
No results
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No results
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Crouch D
No results
No results
No results
|
No results
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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
46A
46A
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Nivose
Nivose
28B
28B
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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 |
|