Difference between revisions of "XV Broken/Ash Crimson"
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|moveId=ash_fc | |moveId=ash_fc | ||
|description= | |description= | ||
A high palm strike. The hitbox on this is good at stopping hops, but its speed holds it back. Although it's slow, it is cancellable, giving him some strong confirms at further ranges than normal if you're sharp. | |||
A high palm strike. The hitbox on this is good at stopping hops, but its speed holds it back. | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
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|description= | |description= | ||
*Hits low. | *Hits low. | ||
Another toe tap. Just like f.B, this is a standing normal that hits low, but this one is cancellable and chains into other lights. | Another toe tap. Just like f.B, this is a standing normal that hits low, but this one is cancellable and chains into other lights. This does more damage than 2B, making it the ideal light low starter, but you are forced to lose charge, even back charge, since he has a 4B command normal. | ||
}} | }} | ||
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|moveId=ash_clc | |moveId=ash_clc | ||
|description= | |description= | ||
An upwards swipe. Standard close C, fast enough to link after | An upwards swipe. Standard close C, fast enough to link after cl.A and functions as a good anti air and punish starter. | ||
}} | }} | ||
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|description= | |description= | ||
*Hits low. | *Hits low. | ||
A standing sweep. Stronger | A standing sweep. Stronger than cl.C, but has a shorter activation range. Just like Ash's standing B normals, this hits low. Having a low hitting heavy starter can lead to some strong combos. However, this cannot be used while holding a back charge due to overlap with 4D. | ||
}} | }} | ||
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|description= | |description= | ||
*Plus on block. | *Plus on block. | ||
A crouching | A crouching tap. Fast and plus on block, and can easily be chained from chainable normals. Ending your blockstrings with this, or setting up your blockstrings so that you can end with this, can help your pressure game. For example, using 2B > 2A on block, stopping there if it is blocked, then going for more pressure, or if it hits, adding another 2B and finishing the combo. | ||
}} | }} | ||
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|description= | |description= | ||
*Hits low. | *Hits low. | ||
A low kick. Ash's standard low starter | A low kick. Ash's standard low starter. The range is good and since Ash's main combo options off of lights move him forward (4B and [4]6B/BD), being out of range for combos is usually not an issue. This chains into itself and is neutral on block. You will use this normal frequently. | ||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
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|input=j.D | |input=j.D | ||
|description2=A downwards arcing kick. This is Ash's best jump in if you want to land a combo. It has a large forwards and downwards hitbox, good for offense and defense. Hop back j.D can hit standing opponents for a defensive option against a ground approach. | |description2=A downwards arcing kick. This is Ash's best jump in if you want to land a combo. It has a large forwards and downwards hitbox, good for offense and defense. Hop back j.D can hit standing opponents for a defensive option against a ground approach. | ||
This normal can also cross-up, although its cross-up hitbox is quite small. | |||
}} | }} | ||
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|captions="Flower" | |captions="Flower" | ||
|description= | |description= | ||
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; this applies to all of his sobats. 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 after. The timing is very tight 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; this applies to all of his sobats. 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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'''A version:''' This throws out a slow moving, single fireball. Ash recovers from his fireball quicker than most other characters, both allowing him to run behind it to start an offense, or to more easily punish opponents trying to jump or roll around it, and as a result is very useful in his zoning game. The quick recovery also makes it safer on block (-1 at point blank compared to most other characters' -4~-6), and allows Ash to get more plus frames more often, and from more favorable spacings of his projectile. Be wary for Guard Cancel rolls, as they can escape and possibly even hard punish pressure strings with this. | '''A version:''' This throws out a slow moving, single fireball. Ash recovers from his fireball quicker than most other characters, both allowing him to run behind it to start an offense, or to more easily punish opponents trying to jump or roll around it, and as a result is very useful in his zoning game. The quick recovery also makes it safer on block (-1 at point blank compared to most other characters' -4~-6), and allows Ash to get more plus frames more often, and from more favorable spacings of his projectile. Be wary for Guard Cancel rolls, as they can escape and possibly even hard punish pressure strings with this. | ||
---- | ---- | ||
'''C version:''' Ash swipes in front of him, then throws a faster fireball. The first swipe has short range, but can nullify other fireballs, excluding EX fireballs. The fireball follow-up recovers faster than the A version, has a higher hitbox, and has an extra hitbox on the swiping motion itself, making it harder to hop over. You can use this to mix up your fireball throws with the A version as the first swipe can bait a jump out of the opponent, just for them to get hit out of the air by the real | '''C version:''' Ash swipes in front of him, then throws a faster fireball. The first swipe has short range, but can nullify other fireballs, excluding EX fireballs. The fireball follow-up recovers faster than the A version, has a higher hitbox, and has an extra hitbox on the swiping motion itself, making it harder to hop over. It also has higher projectile priority than most regular fireballs, eating through them if they clash. This version is a godsend in fireball match-ups against other zoners. You can also use this to mix up your fireball throws with the A version as the first swipe can bait a jump out of the opponent, just for them to get hit out of the air by the real one. | ||
---- | ---- | ||
'''EX version'''= Ash throws out two fireballs in quick succession. These fireballs move fast and can beat out other projectiles, as well as throw off your opponent's approach. Be careful not to overuse, as the meter could be spent on conversions. | '''EX version'''= Ash throws out two fireballs in quick succession. These fireballs move fast and can beat out other projectiles, as well as throw off your opponent's approach. Be careful not to overuse, as the meter could be spent on conversions. | ||
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* Combo starter | * Combo starter | ||
This flame is designed to be placed specifically where your opponent would be pushed back if cancelled from a heavy normal. This leads to some of Ash's strongest combos as it causes a launch. It's also safe on block making it non-committal, aside from the meter usage. Because this only combos from heavy normals, and Ash doesn't have any multi-hitting heavies or cancellable command normals, knowing when Ash gets a guaranteed heavy normal punish can vastly improve your overall damage | This flame is designed to be placed specifically where your opponent would be pushed back if cancelled from a heavy normal. This leads to some of Ash's strongest combos as it causes a launch. It's also safe on block making it non-committal, aside from the meter usage. Because this only combos from heavy normals, and Ash doesn't have any multi-hitting heavies or cancellable command normals, knowing when Ash gets a guaranteed heavy normal punish can vastly improve your overall damage. | ||
|description6=* Places a flame directly wherever the opponent is standing. | |description6=* Places a flame directly wherever the opponent is standing. | ||
* Has higher start-up than 214AC. | * Has higher start-up than 214AC. |
Revision as of 08:00, 20 May 2022
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
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 newly 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 |
|
|
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 |
---|
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 |
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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 |
---|
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 |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
---|
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/A+C
[4]6A/C/A+C |
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Nivose
Nivose
[2]8B/D/B+D
[2]8B/D/B+D |
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Genie
Genie
214A
214A |
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Germinal Caprice
Germinal Caprice
46B
46B |
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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 |
---|