Difference between revisions of "XV Broken/Luong"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Luong Profile.png|thumb|Luong is a femme fatale type fighter with mysterious motives. She can and will lacerate her enemies like a whip with her long legs and her arranged tae kwon do kicking techniques.<br/>This KOF, she's seemingly working in opposition to her lover Gang-il and his disciple Kim, but perhaps all is not how it seems...]] | <section begin="image"/>[[File:KOFXV Luong Profile.png|thumb|Luong is a femme fatale type fighter with mysterious motives. She can and will lacerate her enemies like a whip with her long legs and her arranged tae kwon do kicking techniques.<br/>This KOF, she's seemingly working in opposition to her lover Gang-il and his disciple Kim, but perhaps all is not how it seems...]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Overview== | |||
{{StrengthsAndWeaknesses | |||
| intro = Luong is a neutral based character who uses her kick specials to harass opponents at long range. | |||
Luong can easily instill fear in her opponents by threatening them with her varied options, mainly by using Geki as a mind game tool. Apart from neutral, another trait of hers is combo structure. About half of her Special Moves give access to easy combos on hit, metered or meterless, which is something not everyone has. She has a simple gameplan - Poke, land a hit, do a big combo, repeat. She does have several advanced techniques, but it's not required at the basic level. Luong is a perfect character for players who like having access to good neutral buttons and combos, as well as players who love labbing big combos and finding new ways to make existing combos even better. She can function well anywhere in the team, as she is not overly reliant on meter, so she is probably best used in the Point or Mid positions. | |||
| pros= | |||
* '''Simple and Clean Gameplan''': Luong is very easy to pick up and play. She wants to poke with her long kick specials before forcing an air approach, anti-airing it, and going into a combo. Simple, easily understood, and very effective. | |||
* '''Good Close-Range Offense''': Good standing buttons and great crossup options make Luong intimidating to fight at close range. This compliments her long-range game very well. Her 6B is also a good overhead, making her mixup game overall quite strong. | |||
* '''Stellar Combo Game''': Luong has great combo opportunities, with tons of paths based on relative position to the opponent or her chosen opener. Her damage is quite good with low amounts of meter, but what makes Luong truly shine is her ability to meter dump with multiple EX Moves, convert off anything, and get you to the corner no matter where she hits you. | |||
* '''Fantastic Neutral''': Between her gigantic buttons, great mobility and speed, Geki, and her batshit confirm range, Luong plays neutral like it's no one's business. | |||
* '''Conversions From Hell''': Luong can convert off almost anything. From geki anti airs, to random 2Bs, counterhit anti airs, and of course her crazy st.CD, it's almost rare to see a good Luong NOT convert off a hit. | |||
| cons= | |||
* '''Choice Overload''': Luong can get very complex at higher levels thanks to the sheer depth of her combo choices. Knowing which moves to combo into at specific effective ranges are central to performing well, but she is very simple at lower levels. | |||
* '''Floaty Jump''': She has one of the floatier jumps in the game, making it harder to do hop pressure than your average character, although that floatiness helps make her j.214K more effective. | |||
* '''Bad Defense''': A lack of non super reversals and a floaty jump make it harder for Luong to escape pressure than the average character. Though, it's too bad. | |||
* '''Meter Hog''': Luong requires meter, and lots of it, to make the most out of her conversions. This means she can't play point quite as well as some other characters. | |||
}} | |||
Luong is a character who made her debut in the previous game, KOFXIV. | |||
Her game plan at that time was relatively simple: She excels at fighting at the mid-range while setting the target up for high-damage combos. Luong is one of the more relatively easier characters to play but making use of her mix-up potential from her insta-air overheads from Max Mode did require a bit of practice. With these aspects in mind, Luong was a relatively strong character whose game play lies in mid-to-close range neutral and using feints to bait enemies into making mistakes. | |||
The character is also known to have a lot in common with Yamazaki, particularly with how their feints work from their special moves and the fact that a part of their gameplay lies in punishing targets heavily for their mistakes after baiting them out. | |||
She also has options to exploit while in midair, her jumping air 214+K. This is her jumping cartwheel that enables her to slightly change the trajectory of her landing and also build meter. In addition, she can also cancel some of her jumping normals into air 214+K which can yield some rather devastating mix-ups and damage, specifically when going from jumping A (light punch) and then canceling into her EX 214+K which yields a full combo and will still hit overhead and will even cross targets up depending on whether the user hops forward or not. This was specifically exploitable from Max Mode canceling from a light normal. | |||
As of now, she is still capable of this feat in the mix-up department, thus she remains a major threat just as she was in KOFXIV. | |||
This aspect of Luong remains largely the same. As of this time, she has a new move from 214+P, where she delivers two kicks to send the target flying. The EX version serves as a wall bounce (wall wire) for combo extensions, which offers the player more creative combo potential. The regular versions of 214+P enable her to either end combos and also super cancel into her Desperation Moves when either of them lands successfully. | |||
Another addition is her 236+A, 236+B, 236+C which normally enables players to hold the corresponding button and feint out the rapid kick strikes with D while keeping them held. What the player can do in addition to this is dash cancel, which will have its own uses. | |||
If the player is looking for a relatively simplistic approach with a variety of options for baiting out the enemy's mistakes from her special moves, Luong is an excellent character to pick up and is pretty fun to play. | |||
==Movelist== | ==Movelist== | ||
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'''Throws''' | '''Throws''' | ||
Sen | Sen - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] | ||
Chou | Chou - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | ||
'''Command Normals''' | '''Command Normals''' | ||
Tsui | Tsui - [[image:fd.gif]] + [[image:b.gif]] | ||
'''Special Moves''' | '''Special Moves''' | ||
Geki (*) | Geki - [[image:qcf.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] (*) | ||
┗ Geki ( | ┗ Geki (Held) | ||
:┗ Geki (Cancel) | :┗ Geki [[image:d.gif]] (Cancel) | ||
:┗ Geki [[image:fd.gif]][[image:fd.gif]] (Cancel) | |||
Ren (Midair Only | Ren - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (Midair Only) | ||
Rin (*) | Rin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | ||
Kou (*) | Kou - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
'''Super Special Moves''' | '''Super Special Moves''' | ||
Tou - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) | |||
Tei - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) | |||
'''Climax Super Special Move''' | |||
Ben - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]] | |||
==Quick Combo Reference== | ==Quick Combo Reference== | ||
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
Low confirm<br/> | |||
Anywhere<br/> | |||
Anywhere<br/> | |||
Anywhere<br/> | |||
Anywhere<br/> | |||
Corner Carry<br/> | |||
Corner<br/> | |||
| | | | ||
( = | c.5A - 2A xx 214B - 236B = 135 dmg<br/> | ||
( = 205 dmg<br/> | 2B(x3) xx 214B - 214+A = 138 dmg<br/> | ||
2A(x3) xx 214B - CD = 164 dmg<br/> | |||
c.5C - 6B xx 214B - 236B = 195 dmg<br/> | |||
c.5D - 6B xx 214C = 205 dmg<br/> | |||
c.5D - 6B xx 214D, 214C = 245 dmg<br/> | |||
c.5D - 6B xx 214D, 214B, 236A, 214C = 317 dmg</br> | |||
|- | |||
| '''0.5 Meter''' | |||
| | |||
Side Switch <br/> | |||
Low confirm <br/> | |||
Low confirm <br/> | |||
Corner Carry <br/> | |||
Corner Carry, Damage <br/> | |||
| | |||
2A(x3) xx 236AC = 183 dmg <br/> | |||
2B(x3) xx 214AC - 214D - 214B - 214C = 251 dmg<br/> | |||
2A(x3) xx 214BD - 236A - 236B = 255 dmg<br/> | |||
c.5C - 6B xx 214BD - 214B - 236A - CD = 315 dmg<br/> | |||
c.5D - 6B xx 214AC - 214D - 214B - 236A - 214C = 379 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
Low confirm<br/> | |||
| | | | ||
( = 307 dmg<br/> | 2B(x3), 214B, 214A, 236236B = 307 dmg<br/> | ||
|- | |- | ||
| '''2 | | '''2 Meters''' | ||
| | | | ||
Anywhere<br/> | |||
| | | | ||
( = | cl.D, 6B, 214AC, 214D, 214B, 236A, 214C(2) 2363214+BD = 562<br/> | ||
|- | |- | ||
|} | |} | ||
==Normals== | ==Normals== | ||
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|moveId=luong_cla | |moveId=luong_cla | ||
|description= | |description= | ||
*Can be chained into from lights and into other lights from itself. | *Can be chained into from lights and into other lights from itself. Can't chain into c.5C due to the pushback on hit, however. | ||
*Mash A for rush combo. | *Mash A for rush combo. | ||
Luong quickly jabs her opponent in the neck. Does not whiff on crouchers and is special cancellable, | Luong quickly jabs her opponent in the neck. Does not whiff on crouchers and is special cancellable. Plus on block and very plus on hit, though Luong can't link anything after it. | ||
}} | }} | ||
====Close B==== | ====Close B==== | ||
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|description= | |description= | ||
*Can be chained into from lights. | *Can be chained into from lights. | ||
Luong quickly strikes the opponents leg with her heel. Hits low and special cancellable making it a good way to check for opponents who are trying to guess high. | Luong quickly strikes the opponents leg with her heel. Hits low and special cancellable making it a good way to check for opponents who are trying to guess high. Plus on block. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=luong_clc | |moveId=luong_clc | ||
|captions=Godlike Button #1 | |||
|description= | |description= | ||
*Multi hitting, either hit may be cancelled. | *Multi hitting, either hit may be cancelled. | ||
Luong strikes her opponents chest and then neck. | Luong strikes her opponents chest and then neck. Fast at 4f, and a great hit confirm, although on hit grants less damage than c.D. Both hits hit crouchers and due to both hits being cancellable you can catch your opponent off guard by cancelling it early. | ||
}} | }} | ||
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|moveId=luong_cld | |moveId=luong_cld | ||
|description= | |description= | ||
Luong strikes the opponent with | Luong strikes the opponent with her right foot, in similar fashion to cl.B this hits low and is cancellable, leading to big damage low starter combos. The activation range is a bit bigger than cl.C. | ||
}} | }} | ||
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|description= | |description= | ||
*Can be chained from lights and into other lights. | *Can be chained from lights and into other lights. | ||
Standard 2A with decent range. | Standard 2A with decent range. Plus on block. | ||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=luong_crb | |moveId=luong_crb | ||
|captions= Godlike Button #2 | |||
|description= | |description= | ||
*Can be chained from lights and into other lights. | *Can be chained from lights and into other lights. | ||
Luongs fastest normal and without a doubt her best hit confirm. May be chained into itself three times and then can be cancelled into specials, most likely 214B. Good for stagger pressure and really reliable move although short range. | Luongs fastest normal and without a doubt her best hit confirm. May be chained into itself three times and then can be cancelled into specials, most likely 214B. Good for stagger pressure and really reliable move although short range. | ||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=luong_crc | |moveId=luong_crc | ||
|description= | |description= | ||
Luong's main anti air if crouching, 2C lacks range but is surprisingly effective despite looking stubby. The great angle can allow for decent reward for good reactions, relatively safe too when used as an anti air. No reason to use this for grounded opponents over | Luong's main anti air if crouching, 2C lacks range but is surprisingly effective despite looking stubby. The great angle can allow for decent reward for good reactions, relatively safe too when used as an anti air. No reason to use this for grounded opponents over cl.D and cl.C. | ||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=luong_crd | |moveId=luong_crd | ||
|captions= Godlike Button #3 | |||
|description= | |description= | ||
Luong does the splits in her best crouching normal. This move puts her at such a low profile that it can genuinely anti air moves. One of her best pokes for its speed/low profile and since its special cancellable it can be made safe with ease. Use often. | |||
Luong does the splits in her best crouching normal | |||
}} | }} | ||
Line 204: | Line 233: | ||
|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2=* Can crossup weirdly enough yet not advised. Use j.B instead of this move its range is quite | |description2=* Can crossup weirdly enough yet not advised. Use j.B instead of this move, as its range is quite abyssmal. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* Luongs main crossup normal, almost Kyo j.B but slightly worse, could be a good air to air with how | |description2=* Luongs main crossup normal, almost Kyo j.B but slightly worse, could be a good air to air with how it's angled. Probably her best jump in due to how ambiguous it hits. | ||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
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|input=j.C | |input=j.C | ||
|description2=* Whiffs on crouchers. | |description2=* Whiffs on crouchers. | ||
Very high angled swipe. Seems built for air-to-airs, but the horizontal range is very bad and it whiffs on crouchers so it's not recommended to use often. Won't even go into j.214B/D. | |||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=luong_cd | |moveId=luong_cd | ||
|captions=Godlike Button #4 | |||
|description= | |description= | ||
* Luong's blowback is | * Luong's blowback is one of the best in the game due to it moving forward and being so disjointed. She also gets good reward off raw blowback, too. Use this often to establish a midscreen game, especially since it can hit crouchers unlike many of her far normals. It can also anti-air opponents hops at longer ranges due to the tip of her foot reaching so far, making it cover multiple angles. | ||
* Good luck actually punishing this on block due to the pushback and the fact that Luong can just cancel into 236B to keep you away from her. | |||
* With its forward momentum, the ability to kara cancel, and with the Geki Cancel, this is also a(n unconventional) godlike approach tool, too. | |||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2=* Solid air to air and reaches further than her j.B , can stuff opponents hops and jumps well too. | |description2=* Solid air to air and reaches further than her j.B , can stuff opponents hops and jumps well too. | ||
}} | |||
==Rush Moves== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=luong_rush1,luong_rush2 | |||
|name=rush | |||
|input=cl.AA/c.AAX | |||
|description2=* Placeholder | |||
}} | }} | ||
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|stun= 0 | |stun= 0 | ||
|startup= 1 | |startup= 1 | ||
|active= | |active= 1 | ||
|recovery= | |recovery= 0 | ||
|hitAdv= | |hitAdv= HKD (53) | ||
|blockAdv= | |blockAdv= Unblockable | ||
|hitbox= | |hitbox= | ||
|invul= | |invul= | ||
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|stun= 0 | |stun= 0 | ||
|startup= 1 | |startup= 1 | ||
|active= | |active= 1 | ||
|recovery= | |recovery= 0 | ||
|hitAdv= | |hitAdv= HKD (42) | ||
|blockAdv= | |blockAdv= Unblockable | ||
|hitbox= | |hitbox= | ||
|invul= | |invul= | ||
Line 294: | Line 334: | ||
}} | }} | ||
}} | }} | ||
==Command Moves== | ==Command Moves== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=luong_6b | ||
| | |captions= '''Start-up''','''Active frame''' | ||
|name=Tsui | |name=Tsui | ||
|input=6B | |input=6B | ||
|description= * Luongs only grounded overhead, slow yet very effective. Where it lacks in speed, it makes up for in reach. 6B reaches a good distance and can actually work as a counter poke versus lower hitting moves for instance Iori 2D. Also a big part of her combo and pressure game, she can combo her heavies into 6B and then special cancel for big confirms. This gives her longer to hitconfirm than prior and ups her damage considerably. May be used as a frametrap from heavies to bait out mashers. Use this for quick max too since outside of being cancelled into you cannot special cancel. Great tool and crucial to use. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=luong_236a,luong_236b,luong_236c,luong_236ac,luong_236[x]_66,luong_236[x]_d | |moveId=luong_236a,luong_236b,luong_236c,luong_236ac,luong_236[x]_66,luong_236[x]_d | ||
|captions= '''High''', '''Mid''', '''Low''', '''Dash Cancel''', '''Feint''' | |||
|input=236A/B/C/A+C | |input=236A/B/C/A+C | ||
(A/B/C hold OK) | (A/B/C hold OK) | ||
Line 340: | Line 369: | ||
|description6= | |description6= | ||
* Luong cancels her Geki stance by pressing D. Not as much to say compared to dash cancel but good for throw mixups. On block this will mostly be a close quarters option where when cancelled you can go into a grab which is completely unreactable. In neutral this is a niche option compared to dash cancel but can work to fake your opponents out and cause them to make assumptions about what you're about to do. | * Luong cancels her Geki stance by pressing D. Not as much to say compared to dash cancel but good for throw mixups. On block this will mostly be a close quarters option where when cancelled you can go into a grab which is completely unreactable. In neutral this is a niche option compared to dash cancel but can work to fake your opponents out and cause them to make assumptions about what you're about to do. | ||
* You can also ''really'' screw with the opponent's timing by using this in tandem with her CD. Or even render it safe. Either way, use this the most with either 2D or CD to stay safe. | |||
}} | }} | ||
Line 345: | Line 375: | ||
===Ren=== | ===Ren=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=luong_j214b,luong_j214d,luong_j214bd | ||
| | |captions= THE Cross-up | ||
|name=Ren | |name=Ren | ||
|input=j.214B/D/BD | |input=j.214B/D/BD | ||
| | |description3= | ||
*All versions crossup yet do not hit overhead despite being air only. | *All versions crossup yet do not hit overhead despite being air only. | ||
Line 396: | Line 390: | ||
}} | }} | ||
===Rin=== | ===Rin=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=luong_214b,luong_214d,luong_214bd | ||
|name=Rin | |name=Rin | ||
|input=214B/D/BD | |input=214B/D/BD | ||
| | |description3= * All versions put Luong in an airborne state, meaning you cannot super cancel from this move alone. | ||
* B version is your main special for metered combos. Can be comboed into from lights, mainly 2B for low confirms making it a reliable combo tool and one of her best. Bare in mind due to this moves short range you may whiff it in longer hit confirms but it should be noted the hitbox is a bit disjointed. On hit, allows for juggles afterwards so make sure to keep that in mind. Not useful in pressure, it's quite minus and even when spaced you are very vulnerable. | * B version is your main special for metered combos. Can be comboed into from lights, mainly 2B for low confirms making it a reliable combo tool and one of her best. Bare in mind due to this moves short range you may whiff it in longer hit confirms but it should be noted the hitbox is a bit disjointed. On hit, allows for juggles afterwards so make sure to keep that in mind. Not useful in pressure, it's quite minus and even when spaced you are very vulnerable. | ||
Line 446: | Line 403: | ||
* The EX version as a starter is good but where it truly shines is at the start of juggles. | * The EX version as a starter is good but where it truly shines is at the start of juggles. | ||
* This move can avoid some projectiles when it is ACTIVE, including Athena's Psycho Ball. | |||
}} | }} | ||
===Kou=== | ===Kou=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=luong_214a,luong_214c,luong_214ac | ||
|name=Kou | |name=Kou | ||
|input=214A/C/AC | |input=214A/C/AC | ||
| | |description3= | ||
* A version is good for combos where C version would whiff but where C is available A becomes useless due to it only being a soft knockdown. Not a good combo starter either due to it knocking back. Has its uses. | * A version is good for combos where C version would whiff but where C is available A becomes useless due to it only being a soft knockdown. Not a good combo starter either due to it knocking back. Has its uses. | ||
Line 500: | Line 421: | ||
* EX version is good for combos and an amazing starter. This move wallsplats allowing for juggles afterwards with her 214B/D but be weary when in the corner as you will sideswitch due to the wallbounce. This extends your combos well and gives you strong damage with minimal meter. | * EX version is good for combos and an amazing starter. This move wallsplats allowing for juggles afterwards with her 214B/D but be weary when in the corner as you will sideswitch due to the wallbounce. This extends your combos well and gives you strong damage with minimal meter. | ||
* The second hit can be easily ducked under and punished, so exercise caution when using this. | |||
}} | }} | ||
==Super Special Moves== | ==Super Special Moves== | ||
===Tou=== | ===Tou=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=luong_236236k,luong_236236bd | ||
|name=Tou | |name=Tou | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
| | |description2= | ||
* Your go to super for either going into her other supers or upclose. At range this super can whiff so be aware of spacing. Up close, the B/D versions keep the opponent closer to Luong whereas the BD leave them further, giving oki for B/D yet trading said oki for raw damage in BD. Her BD version goes through fireballs if you are close enough, this can be good but risky for sure. | * Your go to super for either going into her other supers or upclose. At range this super can whiff so be aware of spacing. Up close, the B/D versions keep the opponent closer to Luong whereas the BD leave them further, giving oki for B/D yet trading said oki for raw damage in BD. Her BD version goes through fireballs if you are close enough, this can be good but risky for sure. | ||
}} | }} | ||
===Tei=== | ===Tei=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=luong_236214k,luong_236214bd | ||
|name=Tei | |name=Tei | ||
|input=236214B/D/BD | |input=236214B/D/BD | ||
| | |description2= * This super is really not meant for climax cancelling or super cancelling at all due to it ending with a knockdown. You can still cancel it before Luong mounts the opponent, however - though you'll lose damage in the process. | ||
* Regular version has projectile invincibility. The level 2 version curiously does not. | |||
* Both versions are good for combos that leave them too far for 236236B/D/BD yet its to be noted that even this super can whiff if the opponent is too high, so time accordingly. The BD version is notable for being 5 startup so this could be a really great way to punish heavily in scenarios where 236AC might be unoptimal | * Both versions are good for combos that leave them too far for 236236B/D/BD yet its to be noted that even this super can whiff if the opponent is too high, so time accordingly. The BD version is notable for being 5 startup so this could be a really great way to punish heavily in scenarios where 236AC might be unoptimal. | ||
}} | }} | ||
==Climax Super Special Move== | |||
===Ben=== | ===Ben=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=luong_214236CD | ||
| | |captions= ( ͡° ͜ʖ ͡°) | ||
|name=Ben | |name=Ben | ||
|input=214236CD | |input=214236CD | ||
|description= | |||
* Usually cancelled from her 236236B/D/BD because as established above her 236214B/D/BD doesn't allow for super cancels. Also goes through fireballs like her 236236BD does making it astonishingly good for hard reads and can help you get in with ease if you play your cards right. | * Usually cancelled from her 236236B/D/BD because as established above her 236214B/D/BD doesn't allow for super cancels. Also goes through fireballs like her 236236BD does making it astonishingly good for hard reads and can help you get in with ease if you play your cards right. | ||
}} | |||
==Geki Dash Cancel Shortcut== | ==Geki Dash Cancel Shortcut== | ||
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Luong Reveal Trailer by SNK Official | Luong Reveal Trailer by SNK Official | ||
{{#ev:youtube| | {{#ev:youtube|U3sH74w-7c4|||'''Luong Basic Combos'''|frame}} | ||
Luong Basic Combos by Meno | |||
Luong | |||
{{CharNavbox_XV}} | {{CharNavbox_XV}} |
Revision as of 14:11, 2 February 2023
Gameplay Overview
Luong is a neutral based character who uses her kick specials to harass opponents at long range. Luong can easily instill fear in her opponents by threatening them with her varied options, mainly by using Geki as a mind game tool. Apart from neutral, another trait of hers is combo structure. About half of her Special Moves give access to easy combos on hit, metered or meterless, which is something not everyone has. She has a simple gameplan - Poke, land a hit, do a big combo, repeat. She does have several advanced techniques, but it's not required at the basic level. Luong is a perfect character for players who like having access to good neutral buttons and combos, as well as players who love labbing big combos and finding new ways to make existing combos even better. She can function well anywhere in the team, as she is not overly reliant on meter, so she is probably best used in the Point or Mid positions. |
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Luong is a character who made her debut in the previous game, KOFXIV.
Her game plan at that time was relatively simple: She excels at fighting at the mid-range while setting the target up for high-damage combos. Luong is one of the more relatively easier characters to play but making use of her mix-up potential from her insta-air overheads from Max Mode did require a bit of practice. With these aspects in mind, Luong was a relatively strong character whose game play lies in mid-to-close range neutral and using feints to bait enemies into making mistakes.
The character is also known to have a lot in common with Yamazaki, particularly with how their feints work from their special moves and the fact that a part of their gameplay lies in punishing targets heavily for their mistakes after baiting them out.
She also has options to exploit while in midair, her jumping air 214+K. This is her jumping cartwheel that enables her to slightly change the trajectory of her landing and also build meter. In addition, she can also cancel some of her jumping normals into air 214+K which can yield some rather devastating mix-ups and damage, specifically when going from jumping A (light punch) and then canceling into her EX 214+K which yields a full combo and will still hit overhead and will even cross targets up depending on whether the user hops forward or not. This was specifically exploitable from Max Mode canceling from a light normal.
As of now, she is still capable of this feat in the mix-up department, thus she remains a major threat just as she was in KOFXIV.
This aspect of Luong remains largely the same. As of this time, she has a new move from 214+P, where she delivers two kicks to send the target flying. The EX version serves as a wall bounce (wall wire) for combo extensions, which offers the player more creative combo potential. The regular versions of 214+P enable her to either end combos and also super cancel into her Desperation Moves when either of them lands successfully.
Another addition is her 236+A, 236+B, 236+C which normally enables players to hold the corresponding button and feint out the rapid kick strikes with D while keeping them held. What the player can do in addition to this is dash cancel, which will have its own uses.
If the player is looking for a relatively simplistic approach with a variety of options for baiting out the enemy's mistakes from her special moves, Luong is an excellent character to pick up and is pretty fun to play.
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Special Moves
┗ Geki (Held)
Super Special Moves
Climax Super Special Move
Quick Combo Reference
0 Meter |
Low confirm |
c.5A - 2A xx 214B - 236B = 135 dmg |
0.5 Meter |
Side Switch |
2A(x3) xx 236AC = 183 dmg |
1 Meter |
Low confirm |
2B(x3), 214B, 214A, 236236B = 307 dmg |
2 Meters |
Anywhere |
cl.D, 6B, 214AC, 214D, 214B, 236A, 214C(2) 2363214+BD = 562 |
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
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Far B
stand B
st.B
st.B |
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Far C
stand C
st.C
st.C |
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Far D
stand D
st.D
st.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
236CD
236CD |
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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
Sen |
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Chou |
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Command Moves
Tsui
6B
6B |
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Special Moves
Geki
Geki 236A/B/C/A+C (A/B/C hold OK)236A/B/C/A+C (A/B/C hold OK) |
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Ren
Ren
j.214B/D/BD
j.214B/D/BD |
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Rin
Rin
214B/D/BD
214B/D/BD |
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Kou
Kou
214A/C/AC
214A/C/AC |
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Super Special Moves
Tou
Tou
236236B/D/BD
236236B/D/BD
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No results |
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Tei
Tei
236214B/D/BD
236214B/D/BD |
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Climax Super Special Move
Ben
Ben
214236CD
214236CD |
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Geki Dash Cancel Shortcut
When you do 236A/B/C, input 6 right after so the inputs overlap and you just get the dash. The input should be 236(A/B/C)56. Not used for combos but in pressure this has so much potential for throw mixups and general resets. Use with care since the pressure resets will probably be caught on in longer sets and you will be punished. This can be a really sneaky way to open someone up though and a great option for general movement.
Videos
Luong Reveal Trailer by SNK Official
Luong Basic Combos by Meno