Difference between revisions of "The King of Fighters XV/Ángel"
SalsaInABowl (talk | contribs) (→Command Moves: Added descriptions) |
SalsaInABowl (talk | contribs) (→Special Moves: Added descriptions for all special moves) |
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|name=Red Sky | |name=Red Sky | ||
|input=63214BD | |input=63214BD | ||
|description3=* | |description3=* Ángel slides forward about half-screen distance | ||
*Mostly used to end combos | |||
*On a blowback hit, use any version of this to quickly get back in range of the opponent and confirm into a combo, usually with 46D or 214A. May not work in the corner (and is likely not necessary anyway) | |||
*EX version slides faster | |||
}} | }} | ||
====Mad Murder==== | ====Mad Murder==== | ||
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|name=Mad Murder | |name=Mad Murder | ||
|input=41236AC | |input=41236AC | ||
|description3=* | |description3=* Command grab that launches the opponent | ||
*EX Version has less startup frames and launches higher | |||
}} | }} | ||
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|name=Unchain – Low | |name=Unchain – Low | ||
|input=3B | |input=3B | ||
|description=* | |description=* Low Unchain starter | ||
*Works especially well after 6B | |||
*Keep in mind that Unchains are special moves, therefore they will deal chip damage | |||
}} | }} | ||
====Unchain – Heel==== | ====Unchain – Heel==== | ||
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|name=Unchain – Heel | |name=Unchain – Heel | ||
|input=3D | |input=3D | ||
|description=* | |description=* Overhead Unchain starter | ||
*Scales combos more than 3B would | |||
}} | }} | ||
====Unchain – | ====Unchain – Tornado==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=angel_46b,angel_46d | |moveId=angel_46b,angel_46d | ||
|name=Unchain – Tornado | |name=Unchain – Tornado | ||
|input=46D | |input=46D | ||
|description2=* | |description2=* Unchain starter with good range | ||
*Often used to continue combos on a launched opponent | |||
*Can be used as anti-air (not recommended) | |||
}} | }} | ||
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|name=Unchain – Blow | |name=Unchain – Blow | ||
|input=214AC | |input=214AC | ||
|description3=* | |description3=* Unchain starter that can lead to big damage and works especially well after 6B | ||
*C has no pushback on block | |||
*A has less startup frames | |||
*EX version will guard break on block or crumple on hit | |||
}} | }} | ||
====Unchain – Step==== | ====Unchain – Step==== | ||
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|name=Unchain - Step | |name=Unchain - Step | ||
|input=41236BD | |input=41236BD | ||
|description3=* | |description3=* Ángel dashes forward, switching sides if she runs into the opponent | ||
*Can be canceled into any Unchain Circle after traveling a minimum distance or switching sides | |||
*Do not use this in the corner unless it is the EX version, as it will not side switch on an opponent that is in the corner. | |||
*EX version deals damage and is mostly used to extend combos due to it being extremely punishable on block | |||
}} | }} | ||
===Circle=== | ===Circle=== | ||
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|name=Circle – Upper | |name=Circle – Upper | ||
|input=8A/C | |input=8A/C | ||
|description=* | |description=* Basic uppercut | ||
* Great for extending combos on a launched opponent, but will not launch a grounded opponent. | |||
*Unchain Circle follow-ups: 6K, 2K | |||
}} | }} | ||
====Circle – Sobat==== | ====Circle – Sobat==== | ||
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|name=Circle – Sobat | |name=Circle – Sobat | ||
|input=6B/D | |input=6B/D | ||
|description=* | |description=* Ángel jumps forward, kicking the opponent very early into the jump | ||
*Commonly used after catching a launched opponent with 46D | |||
*Also works as a good way to mix an opponent after hitting with uc.2P | |||
*Unchain Circle follow-ups: 8P, 2P (On a grounded opponent, you are usually better off cashing out with 236C) | |||
}} | }} | ||
====Circle – Under Blow==== | ====Circle – Under Blow==== | ||
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|name=Circle – Under Blow | |name=Circle – Under Blow | ||
|input=2A/C | |input=2A/C | ||
|description=* | |description=*Ángel slides a short distance forward and extends her arm out against the ground | ||
* This and Unchain Step (41236B/D) will cancel into each other repeatedly, creating an excellent pressure tool. | |||
*Unchain follow-ups: 8K, 6K | |||
}} | }} | ||
====Circle – High==== | ====Circle – High==== | ||
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|name=Circle – High | |name=Circle – High | ||
|input=8B/D | |input=8B/D | ||
|description=* | |description=* Quick roundhouse kick with a high hitbox | ||
*Usually used as combo filler, especially in the corner | |||
*Unchain follow-ups: 2P, 6P | |||
}} | }} | ||
====Circle – Hammer Blow==== | ====Circle – Hammer Blow==== | ||
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|name=Circle – Hammer Blow | |name=Circle – Hammer Blow | ||
|input=6A/C | |input=6A/C | ||
|description=* | |description=* An overhead punch that comes out after a short delay | ||
*Relatively short range | |||
*You probably meant to do 66A | |||
*Unchain follow-ups: 8K, 2K | |||
}} | }} | ||
====Circle – Assault==== | ====Circle – Assault==== | ||
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|name=Circle – Assault | |name=Circle – Assault | ||
|input=2B/D | |input=2B/D | ||
|description=* | |description=*Ángel jumps forward and kicks low after landing | ||
*Impressive range, works especially well after Unchain Step (41236B/D) | |||
*Unchain follow-ups: 8P, 6P (8P is a very effective followup if 2K hits during a juggle) | |||
}} | }} | ||
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|name=Special Circle – Feint | |name=Special Circle – Feint | ||
|input=4AB | |input=4AB | ||
|description3=* | |description3=*Ángel spins after performing an Unchain Circle move. If 4 or 6 is inputted along with AB, she will move in that direction. | ||
*Has invulnerability | |||
*Useful for repositioning in the middle of a combo (e.g. after 214A > 2K > 8P, use 6AB to get in close enough to launch the opponent with 66A) | |||
*Can also be used to fish for a normal throw if the opponent is blocking your mix | |||
*You must use an Unchain Finisher (or drop the combo) after performing this move | |||
}} | }} | ||
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|name=Finish – Lariat | |name=Finish – Lariat | ||
|input=66A | |input=66A | ||
|description=* | |description=*Launches the opponent very high | ||
*Usually can be followed up with 46D if it has not already been used in the combo | |||
*Very short range | |||
}} | }} | ||
====Finish – Straight==== | ====Finish – Straight==== | ||
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|name=Finish – Straight | |name=Finish – Straight | ||
|input=66C | |input=66C | ||
|description=* | |description=*Slow, unblockable punch with solid range that wallbounces the opponent | ||
*If you are close enough to the corner, the opponent will bounce behind you | |||
*Very useful for attempting resets after the wallbounce | |||
}} | }} | ||
====Finish – Rolling==== | ====Finish – Rolling==== | ||
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|name=Finish – Neck Cutter | |name=Finish – Neck Cutter | ||
|input=66D | |input=66D | ||
|description2=* | |description2=*Overhead finisher that comes out after a short delay and results in a knockdown | ||
*Good range | |||
}} | }} | ||
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|name=Finish – Neck Cutter | |name=Finish – Neck Cutter | ||
|input=236A | |input=236A | ||
|description=* | |description=* Ángel does a slow leap forward, grabbing the opponent | ||
*Can still hit crouching opponents | |||
*Nothing combos into this; can be a decent alternative to 236C if you want to avoid damage scaling at the risk of being hit out of it | |||
*Keep throw invulnerability in mind when attempting this after a successful hit | |||
}} | }} | ||
====Finish – Grapple Kick==== | ====Finish – Grapple Kick==== | ||
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|name=Finish – Grapple Kick | |name=Finish – Grapple Kick | ||
|input=236C | |input=236C | ||
|description=* | |description=*Ángel quickly (frame 1) grabs the opponent and kicks them far away | ||
*Good for cashing out damage after a combo against a grounded opponent | |||
*You will be far from the opponent after doing this, with very few advantage frames to work with. | |||
*Works well after performing the Unchain Special spin | |||
*Don't whiff this | |||
}} | }} | ||
Revision as of 11:57, 22 April 2022
Gameplay Summary
Ángel is a RUSHDOWN character that exels in pressuring her opponent with the Unchained (UC) System. | |
Pros | Cons |
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Ángel is a very, very strange and complex character in comparison to the rest of the cast, in part due to some unorthodox normals and mostly due to her Unchain system. Ángel's Unchain system allows her to cancel a set of special moves into another set of special moves into another set of special moves to confuse and mix up the opponent. She has multiple different lows, overheads, and command grabs and ways to set them up. However, actually pulling off these commands is a different story. Ángel's inputs aren't necessarily hard, rather they're very unusual, akin to Mortal Kombat or Tekken inputs. She is a different beast compared to everyone else in the game, but can be very rewarding for those who put in the time and effort to master her.
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Heavy Knee Attack - + (Midair Only)
Special Moves
Unchain Start
- Unchain Circle
- Special Unchain Circle
- Unchain Finish
Super Special Moves
Blue Monday Counter - + / (In time with opponent's attack) (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B 2A 46B~2A~6B~236C |
185 dmg |
1 Meter |
2B c.B 46D~6A(1)~66A 46D~2B~8A(whiff)~6B 4623A |
268 dmg |
2 Meters |
2B c.B 46D~6A(1)~66A 46D~2B~8A(whiff)~6B 4623A+C |
340 dmg |
Basic Combo Starters
2B 2A 46B
- Only way to launch the opponent after this is with uc.6A(1)~66A. Must be right next to opponent for this to work.
- Followups are limited without meter or corner.
2B c.B 46D
- 46D keeps the opponent closer after launch, allowing more followups using 46D again to juggle.
- 46D does not combo from 2A.
- Works from further away compared to 2B 2A 46B.
2B c.B 214A
- Launches opponent, easiest to combo into uc.2B.
c.D 6B 46D
- Longest hit confirm off a jump-in.
- Launch opponent with uc.6A~66A.
c.D 6B 214A
- Highest damage combo off a jump-in.
- Follow up with uc.2B.
Unchain Overview
Overview
Unchain can be thought of as a complex rekka series.
- Use a Starter move. Once this move has been used, it can be canceled into an unchain circle more regardless of whether the move hits the opponent or not.
- You may cancel into any Unchain Circle (UC) move. On this wiki, Unchain Circle moves are notated as uc.8B, uc.6A, etc.
- Optionally, you may cancel UC moves into other UC moves,
- You must alternate between punches and kicks.
- You cannot repeat directional inputs between consecutive moves.
- You cannot use the same move twice within one unchain sequence.
- If the Starter was a 41236B/D/B+D that was canceled into off an UC move, you cannot cancel UC moves into each other.
- Optionally, cancel into the Unchain Special Move, a dodge (4/5/6A+B).
- Use an unchain ender. These are not cancelable into anything, however uc.66A/C can be comboed after.
Starters
- 214A/C
- Launches on hit.
- Can be canceled into unchain circle moves before the hit.
- C version has no pushback
- EX (A+C) version is not an unchain starter.
- 46B/D
- 46B has more pushback, making certain combos drop.
- 46D cannot be comboed into from 2A, however can combo from c.B.
- 41236B/D/B+D
- Can cancel into unchain circle moves after a minimum distance has been traveled.
- Automatically passed through opponent when you run into them. Upon appearing behind them, can cancel into unchain circle moves.
- 3B
- Hits low.
- Travels forwards slightly.
- 3D
- Hits overhead.
- Causes hard knockdown when you hit an airborne opponent.
Unchain Circle
Enders
- 41236B/D/B+D
- If used as an ender, you may cancel into an UC move, however this UC move cannot be canceled into other UC moves.
- 66A
- Launches, but has poor range. Hard to connect in many confirms.
- 66C
- Unblockable.
- Doesn't combo off anything on standing opponents.
- Can be juggled into.
- 66B/D
- Overhead that causes hard knockdown.
- 236A
- Delayed command grab that travels forwards.
- Impossible to combo into but can be used for mixups.
- 236C
- 1 frame command grab.
- Go to ender for unchain series' that cannot launch the opponent.
- Poor advantage upon landing this move, sends you full screen with no possible followups.
Strategy
Anti-airing
- Best anti-airs: j.A, f.D
- Angel's anti-airs are generally speaking weak. Your best bet is to try to intercept their jump-in with your own rising j.A. This requires acting somewhat preemptively, and hitting them before their jump attack becomes active.
Movement
- Angel's backdash can be canceled into j.2D. To do this, simply backdash with 454, then slide to 1D before you hit the ground. This allows you to backdash slightly faster, and the j.2D has a chance to hit the opponent, especially if you're cornered.
- Unchain can be used for movement. Tricky to use and not required for starting the character.
- 41236K unchain dash can be used to approach off canceled attacks, such as canceling 5C+D
- 41236K is good to quickly cross through the opponent. This can be used for mixups and possibly avoid some attacks but don't rely on this.
- During unchain dash, you have access to unchain circle moves after a short minimum distance. You can input 7A+B, 8A+B, or 9A+B to get a quick uc.8B which will immediately cancel into dodge, which can then be optionally cancelled into an unchain ender.
- uc.2B covers a lot of distance quickly, however is unsafe as it is fairly easy for an aware opponent to punish you. Angel can actually be thrown before uc.2B hits.
- 41236K unchain dash can be quickly canceled into itself with the uc.8B whiff cancel trick. To do this, start unchain dash with 41236K, then input 412369B. This will make Angel whiff uc.8B and immediately cancel into another dash. Use this to extend the range of unchain dash.
- Alongside the dodge (4/5/6A+B) to avoid attacks and projectiles, this allows you to move (in a somewhat stilted way) while retaining quick access to your unchain options.
Normals
Far Standing Normals
Far A
stand A
A
A |
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Far B
stand B
B
B |
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Far C
stand C
C
C |
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Far D
stand D
D
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
cr.A
cr.A |
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Crouch B
crouch B
cr.B
cr.B |
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Crouch C
crouch C
cr.C
cr.C |
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Crouch D
crouch D
cr.D
cr.D |
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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
qcf+CD
qcf+CD |
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jump CD
jump CD
j.CD
j.CD |
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Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Throws
Tekitou Rush
Tekitou Rush
(close) 4/6C
(close) 4/6C |
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Shadow Behead
Shadow Behead
(close) 4/6D
(close) 4/6D |
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Command Moves
Middle Spin
Middle Spin
6B
6B |
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Heavy Knee Attack
Heavy Knee Attack
j.2D
j.2D |
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Special Moves
Unchain
Red Sky
Red Sky
63214BD
63214BD |
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Mad Murder
Mad Murder
41236AC
41236AC |
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Unchain – Low
Unchain – Low
3B
3B |
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Unchain – Heel
Unchain – Heel
3D
3D |
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Unchain – Tornado
Unchain – Tornado
46D
46D |
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Unchain – Blow
Unchain – Blow
214AC
214AC |
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Unchain – Step
Unchain - Step
41236BD
41236BD |
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Circle
Circle – Upper
Circle – Upper
8A/C
8A/C |
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Circle – Sobat
Circle – Sobat
6B/D
6B/D |
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Circle – Under Blow
Circle – Under Blow
2A/C
2A/C |
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Circle – High
Circle – High
8B/D
8B/D |
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Circle – Hammer Blow
Circle – Hammer Blow
6A/C
6A/C |
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Circle – Assault
Circle – Assault
2B/D
2B/D |
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Special Circle
Special Circle – Feint
Special Circle – Feint
4AB
4AB |
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Finish
Finish – Lariat
Finish – Lariat
66A
66A |
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Finish – Straight
Finish – Straight
66C
66C |
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Finish – Rolling
Finish – Neck Cutter
66D
66D |
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Finish – Neck Cutter
Finish – Neck Cutter
236A
236A |
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Finish – Grapple Kick
Finish – Grapple Kick
236C
236C |
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Super Special Moves
Real Rave
Real Rave
4623AC
4623AC |
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Blue Monday Counter
Blue Monday Counter
4623BD
4623BD |
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Climax Super Special Moves
Ascension Time
2141236CD
2141236CD |
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