Difference between revisions of "XV Broken/K'"
Line 154: | Line 154: | ||
|moveId=k_cld | |moveId=k_cld | ||
|description= | |description= | ||
* | * Surprisingly, hits low. However, due to the constant threat of 2B > Ein Trigger causing people to almost always block low, it's not much of a benefit. | ||
}} | }} | ||
Line 267: | Line 267: | ||
|input=6A | |input=6A | ||
|description= | |description= | ||
* Causes a crumple when used standalone but not special cancellable. | * Causes a crumple when used standalone but not special cancellable in this situation. | ||
* When cancelled, can only combo from the 1st hit of c.C | * When cancelled, can only combo from the 1st hit of c.C. It is too slow to combo from lights and too short ranged to combo from other heavies. Overall worse than 4B as a combo filler in every possible way due to lower damage. | ||
* Juggles airborne opponents and has some utility in fancy mid air quick max activation combos. | * One advantage it has over 4B is better muscle memory for returning K' players since c.C (1 hit) into 6A always worked in every KOF K' appeared in and was the preferred heavy starter in almost all of them. | ||
* Juggles airborne opponents and has some utility in fancy mid air quick max activation combos. | |||
}} | }} | ||
===Knee Assault=== | ===Knee Assault=== | ||
Line 303: | Line 304: | ||
|input=236A~ | |input=236A~ | ||
|description5= | |description5= | ||
* 6A followup is mainly useful as juggle filler in corner combos | * 6A followup is mainly useful as juggle filler in corner combos. Safest option if Ein Trigger is blocked. However, due to its limited range and pushback from Ein Trigger, this move can whiff if too many normals are used at the start and leave you somewhat more unsafe. | ||
* 6B followup is a slow fireball. Depending on the spacing of Ein Trigger, this can be either unsafe or even plus on block, except for in the corner. Cannot juggle afterwards except with air EX Minute Spike. | * 6B followup is a slow fireball. Depending on the spacing of Ein Trigger, this can be either unsafe or even plus on block, except for in the corner. Cannot juggle afterwards during a mid-air hit except with an air EX Minute Spike. | ||
* 6C followup is a forward-moving punch that does the most damage, knocks down, and is super cancellable. | * 6C followup is a forward-moving punch that does the most damage, knocks down, and is super cancellable. | ||
* 6D followup launches opponent. | * 6D followup launches opponent and is generally the most rewarding finisher. Functions decently as an anti-air. | ||
* 4K performs a teleport that can switch sides with the opponent, except in the corner. D version travels further. Both versions are very unsafe on block. | * 4K performs a teleport that can switch sides with the opponent, except in the corner. D version travels further. Both versions are very unsafe on block. | ||
}} | }} | ||
Line 336: | Line 337: | ||
|input=236B/D/BD | |input=236B/D/BD | ||
|description3= | |description3= | ||
* A sliding teleport that can switch sides, D version travels further. BD version travels slightly shorter than the D version, but is much faster. All versions are unsafe when cancelled from any | * A sliding teleport that can switch sides, D version travels further. BD version travels slightly shorter than the D version, but is much faster. All versions are unsafe when cancelled from any cancellable normal. D version is useful for catching up with the opponent on a wallsplat CD. | ||
}} | }} | ||
===Crow Bite=== | ===Crow Bite=== | ||
Line 343: | Line 344: | ||
|name=Crow Bite | |name=Crow Bite | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|description4=* | |description4= | ||
* Anti-air DP. C version can be followed up with 6D. | |||
* The 6D follow up can still hit taller characters on the ground if the initial hits miss or gets blocked. It is still quite unsafe on block. | |||
* Only Heat Drive and Climax will combo when super cancelled. | |||
}} | }} | ||
===Minute Spike=== | ===Minute Spike=== | ||
Line 369: | Line 373: | ||
|input=j.214B/D/BD | |input=j.214B/D/BD | ||
|description3= | |description3= | ||
* Cannot be cancelled into Narrow Spike. | |||
* All versions can be cancelled from any air normal but will not combo except on counter hit or if using EX version. | * All versions can be cancelled from any air normal but will not combo except on counter hit or if using EX version. | ||
* While you can cancel and combo into this move during a jump in normal, there's almost no reason to do so since you can land and start a ground combo for more damage. | |||
* Can also be performed during a backdash. | * Can also be performed during a backdash. | ||
* Air EX version is an anywhere juggle and has significantly less lag when landing, allowing for juggles. | * Air EX version is an anywhere juggle and has significantly less lag when landing, allowing for juggles. | ||
Line 395: | Line 401: | ||
* For the AC version, the sunglasses will negate most normal/EX and super projectiles and clash with MAX super projectiles. | * For the AC version, the sunglasses will negate most normal/EX and super projectiles and clash with MAX super projectiles. | ||
* The sunglasses can be reflected but it is unrewarding to do so, as they deal 0 damage. | * The sunglasses can be reflected but it is unrewarding to do so, as they deal 0 damage. | ||
* In all | * In all versions, if the sunglasses miss, gets blocked or clashes with other super projectiles, K' stays in place and pulls out a new pair. | ||
}} | }} | ||
===Climax=== | ===Climax=== | ||
Line 402: | Line 408: | ||
|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
* Takes 1000 years to recover if blocked. | * Takes 1000 years to recover if blocked. On the bright side, you might get to see one of those rare 100% raw max combos. | ||
* Only does 1 hit on block for 3 chip damage. | * Only does 1 hit on block for 3 chip damage. | ||
* Negates almost any projectile that comes into contact with the flames but it's a moot point as you'll still be stuck with roughly 700 years of recovery if you do so. | * Negates almost any projectile that comes into contact with the flames but it's a moot point as you'll still be stuck with roughly 700 years of recovery if you do so. |
Revision as of 01:28, 24 March 2022
The King of Fighters XV | |
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Hold OK) = Can be held before releasing.
Throws
Command Normals
Special Moves
Air Minute Spike - + / (*) (Midair Only)
Super Special Moves
Heat Drive - + / (!) (Hold OK)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
K' is an all rounder who uses his swiss army knife of a move, Ein Trigger, to poke, combo, and zone for big meter build or big damage. | |
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
Rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
|
---|
Blowback
Blowback
Blowback
CD
CD |
|
---|
ShatterStrike
Shatterstrike
236CD
236CD |
|
---|
jump CD
jump CD
j.CD
j.CD |
|
---|
Throws
Spotpile
Spotpile
(close) 4/6C
(close) 4/6C |
|
---|
Knee Strike
Knee Strike
(close) 4/6D
(close) 4/6D |
|
---|
Command Moves
One Inch
One Inch
6A
6A |
|
---|
Knee Assault
Knee Assault
6B
6B |
|
---|
Sniper Slide
Sniper Slide
4B
4B |
|
---|
Special Moves
Ein Trigger
Ein Trigger
236A/C/AC
236A/C/AC |
|
---|
Ein Trigger followup
Ein Trigger A followup
236A~
236A~ |
|
---|
Ein Trigger C followup
236C~
236C~ |
|
---|
Ein Trigger AC followup
236AC~
236AC~ |
|
---|
Blackout
Blackout
236B/D/BD
236B/D/BD |
|
---|
Crow Bite
Crow Bite
623A/C/AC
623A/C/AC |
|
---|
Minute Spike
Minute Spike
214B/D/BD
214B/D/BD |
|
---|
Narrow Spike
Narrow Spike
214B/D/BD~214B/D
214B/D/BD~214B/D |
|
---|
Air Minute Spike
Air Minute Spike
j.214B/D/BD
j.214B/D/BD |
|
---|
Super Special Moves
Heat Drive
Heat Drive
236236A/C/AC
236236A/C/AC |
|
---|
Chain Drive
Chain Drive
2363214A/C/AC
2363214A/C/AC |
|
---|
Climax
Hyper Chain Drive
2141236CD
2141236CD |
|
---|
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 |
|