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The King of Fighters XV/Ash Crimson: Difference between revisions
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A forwards sobat kick. One of Ash's three sobat kicks. Despite similar animations, then all have slightly different properties that greatly affect how they are used. 4B moves Ash forward. This sobat is plus on hit but slightly negative on block. Unfortunately, despite the animation, this doesn't go over lows, same with 4D. This is Ash's hit confirm sobat, as it allows for easy Max mode and super conversions off of lights. It can also be used to pester opponents at midscreen distance, and move forward while keeping charge. The vertical hitbox is not that high so jumping opponents can cause a problem. It also is the slowest out of the three sobats. One thing to note is that on hit, this move is plus enough to link a [2]8B or a 2A after. The timing is very tight for the [2]8B link however; you barely have enough time to charge 2 before the hitstun wears off. It also drops at further ranges. This is a low priority link to learn now that Ash has a more consistent light combo option in [4]6B. In juggle combos this offers no juggle potential, but is used in side swapping Sans-Coulette combos. | A forwards sobat kick. One of Ash's three sobat kicks. Despite similar animations, then all have slightly different properties that greatly affect how they are used. 4B moves Ash forward. This sobat is plus on hit but slightly negative on block. Unfortunately, despite the animation, this doesn't go over lows, same with 4D. This is Ash's hit confirm sobat, as it allows for easy Max mode and super conversions off of lights. It can also be used to pester opponents at midscreen distance, and move forward while keeping charge. The vertical hitbox is not that high so jumping opponents can cause a problem. It also is the slowest out of the three sobats. One thing to note is that on hit, this move is plus enough to link a [2]8B or a 2A after. The timing is very tight for the [2]8B link however; you barely have enough time to charge 2 before the hitstun wears off. It also drops at further ranges. This is a low priority link to learn now that Ash has a more consistent light combo option in [4]6B. In juggle combos this offers no juggle potential, but is used in side swapping Sans-Coulette combos. | ||
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Latest revision as of 06:42, 16 December 2024
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 Alternate Colors
- 13 Videos
- 14 Navigation
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 |
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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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AdvanceStrike
Advancestrike
214CD
214CD
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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/AC
[4]6A/C/AC
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Nivose
Nivose
[2]8B/D/BD
[2]8B/D/BD
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Genie
Genie
214A/B/C/D/AC/BD
214A/B/C/D/AC/BD
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Germinal Caprice
Germinal Caprice
[4]6B/D/BD
[4]6B/D/BD
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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
Alternate Colors
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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