Difference between revisions of "XV Broken/King of Dinosaurs"
(→Yucatan Punch: I'm not sure how to word it, but anti air 4a>quick max is super important for this character i think. it's probably his best big meter dump option, and surprisingly consistent with practice. 4a qm 236c(2) 236236b climax is like 550dmg they'll take for hopping wrong, and it's not as risky as shatter strike.) |
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV KOD Profile.png|thumb|King of Dinosaurs is a mysterious heel wrestler who wears a tyrannosaurus mask. His true identity is unknown. He is capable of taking down seasoned martial artists with his powerful wrestling moves.<br/>He joins Ramón together in the newly-formed G.A.W. and aims to become the fiercest dinosaur in the galaxy.]] | <section begin="image"/>[[File:KOFXV KOD Profile.png|thumb|King of Dinosaurs is a mysterious heel wrestler who wears a tyrannosaurus mask. His true identity is unknown. He is capable of taking down seasoned martial artists with his powerful wrestling moves.<br/>He joins Ramón together in the newly-formed G.A.W. and aims to become the fiercest dinosaur in the galaxy.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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Play The King of Dinosaurs if you enjoy a methodical midrange game, unconventional offense that requires a lot of conditioning, and a cascade of hard knockdowns and explosive damage when everything works out. It is generally recommended to play him in either point or second position as only a handful of EX moves are required to enable his gameplan. | Play The King of Dinosaurs if you enjoy a methodical midrange game, unconventional offense that requires a lot of conditioning, and a cascade of hard knockdowns and explosive damage when everything works out. It is generally recommended to play him in either point or second position as only a handful of EX moves are required to enable his gameplan. | ||
| pros= | | pros= | ||
* | * '''Guard Point Rudo''': Dinosaur has guard points in several attacks, including one of his command grabs. | ||
* '''Pinning Predator''': Hard knockdowns are a common occurence for Dino - his go-to specials for punishes leave the opponent unable to tech roll. | |||
* '''Corner Carnivore''': Ankylo Hammer being brakable leads to incredible meterless damage and smothering pressure against a cornered opponent. Its EX version causes a wallbounce, which can facilitate corner carry. | |||
* | * '''Adept to Poke & Punish''': Thanks to an array of long range, cancellable light normals, Dinosaur can convert any touch into damage or maintain a poking game with relative safety. | ||
* | |||
| cons= | | cons= | ||
* | * '''Large & Sluggish''': Like some of his ancient subjects, King of Dinosaurs is big and has slow movement speed. This makes him prey to zoners and high-mobility offense. Additionally, his heavy normals are outclassed in speed and range by other comparably-sized members of the cast. | ||
* '''Nature Struggles to Find a Way''': Along with his overall slowness, another factor that makes Dino uncomfortable against zoners is a lack of projectile-invincible moves. He has to carefully navigate the opponent's fireballs or bet on a hard read with Assault Raptor. | |||
* | * '''Clever Optimization Required''': EX Ankylo Hammer has inconsistent rewards based on his proximity to the corner that occasionally demand on-the fly decision making for optimization. | ||
* | * '''Unconventional Pressure''': Dino has very few plus-on-block attacks and only one whiff cancellable option, so pressure is instead created by setting up spacing traps with his brake specials or directly challenging mashing with a high-commitment guard point move. | ||
* '''No Oki''': Most of Dino's conversions at midscreen and even just random hits from specials give him either little oki or none at all. While this would be bad for any character, this is especially awful on the slowest character in the game. | |||
* '''Horrible Damage on Light Confirms''': Dino's combos scale ''hard''. Many of Dino's 0.5 bar confirms from light attacks deal similar damage to meterless combos from much of the cast. This means Dino will often have to get far more neutral wins and openings than other characters to win. | |||
}} | }} | ||
==Normals== | ==Normals== | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
=== | ====Far A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_fa | |moveId=kod_fa | ||
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}} | }} | ||
=== | ====Far B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_fb | |moveId=kod_fb | ||
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}} | }} | ||
=== | ====Far C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_fc | |moveId=kod_fc | ||
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}} | }} | ||
=== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_fd | |moveId=kod_fd | ||
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===Crouch Normals=== | ===Crouch Normals=== | ||
=== | ====Crouch A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2a | |moveId=kod_2a | ||
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}} | }} | ||
=== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2b | |moveId=kod_2b | ||
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}} | }} | ||
=== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2c | |moveId=kod_2c | ||
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}} | }} | ||
=== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2d | |moveId=kod_2d | ||
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* '''A or C version''' 3 frame startup with large immediate range. If done outside throw range, Dino dashes about half-screen forward to grab, but this can be jumped on reaction. Grants a hard knockdown. | * '''A or C version''' 3 frame startup with large immediate range. If done outside throw range, Dino dashes about half-screen forward to grab, but this can be jumped on reaction. Grants a hard knockdown. | ||
* '''AC version''' 1 frame command grab with large range. Outside of immediate throw range, Dino dashes a little further than the one bar version, but in general you really don't want to spend two bars to see this animation. | * '''AC version''' 1 frame command grab with large range. Outside of immediate throw range, Dino dashes a little further than the one bar version, but in general you really don't want to spend two bars to see this animation. | ||
}} | }} | ||
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}} | }} | ||
==Climax Super Special | ==Climax Super Special Move== | ||
=== | ===Spiral Arm Excavation=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2141236cd | |moveId=kod_2141236cd |
Revision as of 08:13, 19 January 2023
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Special Moves
Zetsumetsu Hurricane - + / (*)
Super Special Moves
Super Zetsumetsu Hurricane - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B > 2A > 63214A |
( = 197 dmg |
0.5 Meter |
(not corner) 2B > 2A > 2A > 236AC, 4A > 4214D |
( = 300 dmg |
1 Meter |
2B > 2A > 236A(1) > 236236B, 214B |
( = 322 dmg |
1.5 Meter |
(not corner) 2B > 2A > 2A > 236AC, [delay if far from corner] 236C(2) > AB, 5D > 236236B, 214B/D |
( = 387 dmg |
Gameplay Overview
Big, slow, and powerful, the King of Dinosaurs is an unconventional grappler who uses the threat of his strong corner carry game to bully opponents. Use his 2A and 5B as dominant neutral pokes that easily convert into his 63214A Zetsumetsu Hurricane command grab for a hard knockdown, or 236AC Ankylo Hammer for a wallbounce followup. His far 5C, 2C, 4A and 63214C command throw all have guard point properties, allowing Dino to blow through predictable attacks and fireballs, force his turn on defense, and in general make the opponent have to approach him differently from other characters. On block, Dino has brake options on his 236A/C Ankylo Hammer attacks that shred the guard bar and safely reset his pressure, as well as decent crossup options in jB and jC. Unfortunately, Dino's lumbering frame is his biggest liability, and he is easily outmaneuvered by much of the cast. While his guard point moves provide unique solutions to fireballs, he struggles against KOFXV's dedicated zoners and still must make good use of his movement options and occasional hard reads to close the distance. Additionally, he is vulnerable to up-close pressure as well, as seasoned opponents can navigate between his slow, committal defensive options if used carelessly. Play The King of Dinosaurs if you enjoy a methodical midrange game, unconventional offense that requires a lot of conditioning, and a cascade of hard knockdowns and explosive damage when everything works out. It is generally recommended to play him in either point or second position as only a handful of EX moves are required to enable his gameplan. |
|
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 Moves
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
Dyna Bomb
Dyna Bomb
(close) 4/6C
(close) 4/6C |
---|
Dyna Buster
Dyna Buster
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Rex Head
Rex Head
6A
6A |
---|
Yucatan Punch
Yucatan Punch
4A
4A |
---|
Special Moves
Zetsumetsu Hurricane
Zetsumetsu Hurricane
63214A/C/AC
63214A/C/AC |
---|
Assault Raptor
Assault Raptor
236B/D/BD
236B/D/BD |
---|
Ankylo Hammer
Ankylo Hammer
236A/C/AC
236A/C/AC |
---|
Ankylo Hammer (Brake)
236A/C~AB
236A/C~AB |
---|
Giga Compy
Giga Compy
214B/D/BD
214B/D/BD |
---|
Chicxulub Buster
Chicxulub Buster
4214B/D/BD
4214B/D/BD |
---|
Super Special Moves
Super Zetsumetsu Hurricane
Super Zetsumetsu Hurricane
6321463214A/C/AC
6321463214A/C/AC |
---|
Dinner of Dinosaur
Dinner of Dinosaur
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Move
Spiral Arm Excavation
Spiral Arm Excavation
2141236CD
2141236CD |
---|