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XV Broken/King

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Revision as of 20:28, 7 May 2022 by Rooda (talk | contribs)
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Trap Shot

Trap Shot
623B/D
623B/D


IMAGE NOT FOUND

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

118 (0+20*3+80) Mid super 6 3 40 SKD (16: Tech / 43: Non-tech) -18 Low Feet: 6 to 11 (6 Frames) 0 0

D D

118 (0+20*3+80) Mid super 6 3 40 SKD (16: Tech / 43: Non-tech) -18 Low Feet: 6 to 11 (6 Frames) 0 0

BD BD

151 (0+20*6+80) Mid - 6 4 51 SKD (22: Tech / 62: Non-tech) -30 Full body against non-projectile air moves: 1 to 9 (9 frames) 0 0
  • King's most damaging special.
  • The initial backflip doesn't do any damage.
  • The initial backflip is NOT super-cancellable; only the subsequent kicks are.
  • Second part of the move doesn't trigger on block.
  • After the backflip, the non-metered versions hit four times; the EX version hits seven times.
  • EX version has invincibility until the end of the active frames (?)

A backflip that leads to a barrage of kicks on hit. King's best option for meterless punishes thanks to its damage and the distance it creates afterwards. It's also super-cancellable, giving King an opportunity to pack even more damage.

It's not without its quirks, however: it stops any forward movement on startup, which can make the Trap Shot itself whiff when cancelled from 3D after a jump in - you have to delay your cancel a bit for it to connect. The hitbox is also smaller than the animation suggests.

On block, all versions leave King at a big disadvantage - we're talking double digit minus here.


B and D versions: Identical moves. They lack any sort of invincibility. Trades all work in the opponent's favor due to the backflip not inflicting any damage. All that limits Trap Shot's usefulness to combos.


EX version: EX Trap Shot is a great defensive tool thanks to its invincibility, which makes it very useful as a reversal and anti-air option.