Difference between revisions of "XV Broken/K'"
(→Heat Drive: put in note for safe jump off it) |
m (Some spelling/grammar fixes.) |
||
Line 153: | Line 153: | ||
|moveId=k_fb | |moveId=k_fb | ||
|description= | |description= | ||
* Side kick. Useful as a mid-range poke or confirming into ( | * Side kick. Useful as a mid-range poke or confirming into (Quick) MAX from a distance. | ||
* Can hit crouching opponents but will not hit opponents that are airborne | * Can hit crouching opponents but will not hit opponents that are airborne. | ||
* This is -2 but leaves him at a range where the opponent likely can't hit him to take their turn back. | * This is -2 but leaves him at a range where the opponent likely can't hit him to take their turn back. | ||
}} | }} | ||
Line 173: | Line 173: | ||
* Can hit crouchers at the very tip of where close D becomes far D. Otherwise, will whiff on crouching opponents at farther ranges. | * Can hit crouchers at the very tip of where close D becomes far D. Otherwise, will whiff on crouching opponents at farther ranges. | ||
* Slightly slower than far C but with a lot more range diagonally above K'. | * Slightly slower than far C but with a lot more range diagonally above K'. | ||
* Tip: After hitting an airborne opponent, doing 2144+BD (instant | * Tip: After hitting an airborne opponent, doing 2144+BD (instant Air Minute Spike) will connect without counter hit. Can yield a full combo at or close to the corner. | ||
}} | }} | ||
Line 192: | Line 192: | ||
|description= | |description= | ||
* Side kick. Slower close normal with minimal pushback. Useful for attack strings and frame traps. | * Side kick. Slower close normal with minimal pushback. Useful for attack strings and frame traps. | ||
* Special and command normal cancellable but can only combo into | * Special and command normal cancellable but can only combo into Ein Trigger (236A/C/AC) or Crow Bite (623A/C/AC). | ||
* Very positive on hit and block. Links with 2A on hit. Does not rapid cancel like close 5A | * Very positive on hit and block. Links with 2A on hit. Does not rapid cancel like close 5A. | ||
* On block, can be used to frame trap with 2A (2F frame trap), 2B (3F frame trap), or 2C (4F frame trap). On hit, these become a link, a 1F, and 2F frame trap respectively. | * On block, can be used to frame trap with 2A (2F frame trap), 2B (3F frame trap), or 2C (4F frame trap). On hit, these become a link, a 1F, and 2F frame trap respectively. | ||
* On hit, pushback is minimal. Close normals will come out at point blank range, setting up a 1F frame trap with 5C. | * On hit, pushback is minimal. Close normals will come out at point blank range, setting up a 1F frame trap with 5C. | ||
Line 202: | Line 202: | ||
|moveId=k_clc | |moveId=k_clc | ||
|description= | |description= | ||
* Multi-hitting uppercut. Hits twice and both hits are cancelable. Useful as an easy combo | * Multi-hitting uppercut. Hits twice and both hits are cancelable. Useful as an easy combo starter and fast close-range strike. | ||
* Will hit crouchers and is super, special, and command normal cancellable. Will connect with all special moves, even | * Will hit crouchers and is super, special, and command normal cancellable. Will connect with all special moves, even Minute Spike (214B/D/BD). | ||
* First hit has no pushback. The second hit has a lot of pushback making it more difficult to combo off of. | * First hit has no pushback. The second hit has a lot of pushback making it more difficult to combo off of. | ||
* Has fairly short range and does not hit against an opponent directly above K' | * Has fairly short range and does not hit against an opponent directly above K' | ||
Line 232: | Line 232: | ||
|moveId=k_2b | |moveId=k_2b | ||
|description= | |description= | ||
* Can be chained into itself three times from up close | * Can be chained into itself three times from up close. | ||
* Can be cancelled into specials | * Can be cancelled into specials. | ||
* Great horizontal range on a fairly fast low | * Great horizontal range on a fairly fast low. | ||
* Your main combo starter | * Your main combo starter. | ||
One of the most important normals in K's toolbox, you will be using this a lot during pressure, when poking and fishing for damage/corner carry opportunities. It is important to note this is one frame slower than 2A which can make it much worse for frame traps and 4-5f punishes. Beware doing too many in a row (especially after a jump-in) when attempting to convert into | One of the most important normals in K's toolbox, you will be using this a lot during pressure, when poking and fishing for damage/corner carry opportunities. It is important to note this is one frame slower than 2A which can make it much worse for frame traps and 4-5f punishes. Beware doing too many in a row (especially after a jump-in) when attempting to convert into EX Ein Trigger, as the push-back can easily make it whiff. | ||
K' has access to a powerful but difficult conversion from three 2B's into EX Narrow | K' has access to a powerful but difficult conversion from three 2B's into EX Narrow Spike (214BD->214BD). This leads to some of his highest damage options off an easy to spot low confirm if you are able to master the execution requirement. | ||
}} | }} | ||
Line 246: | Line 246: | ||
|moveId=k_2c | |moveId=k_2c | ||
|description= | |description= | ||
* Can be used for anti-air | * Can be used for anti-air. | ||
* Can be special cancelled, has a decent sized cancel window that's useful for frame traps into 4B. | * Can be special cancelled, has a decent sized cancel window that's useful for frame traps into 4B. | ||
* Generally your go-to heavy starter for a full punish | * Generally your go-to heavy starter for a full punish. | ||
A decent "fake" uppercut, can be useful in a pinch vs low hop pressure. Decent range since K' moves forward during the animation. Combined with a slight delay on 4B, this gives him a great frame trap that will even connect on crouch blocking opponents, ensuring you can cancel into Ein Trigger (236A/C/AC). | A decent "fake" uppercut, can be useful in a pinch vs low hop pressure. Decent range since K' moves forward during the animation. Combined with a slight delay on 4B, this gives him a great frame trap that will even connect on crouch blocking opponents, ensuring you can cancel into Ein Trigger (236A/C/AC). | ||
Line 276: | Line 276: | ||
|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* Jump version can cross-up | |description2=* Jump version can cross-up. | ||
* Decent air to air when scrambling for air control. | * Decent air to air when scrambling for air control. | ||
}} | }} | ||
Line 285: | Line 285: | ||
|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* Jump version can cross-up | |description2=* Jump version can cross-up. | ||
* Fast speed | * Fast speed and good damage arguably makes this K's best air-to-air call out button. | ||
* Great for hop pressure | * Great for hop pressure. | ||
* Downward angle of punch can sometimes make it hard to anti-air | * Downward angle of punch can sometimes make it hard to anti-air. | ||
* Cancellable into Air Minute Spike (214B/D/BD) for nice damage and corner push, can juggle into Crow Bite A if you spent the bar while in the corner. | * Cancellable into Air Minute Spike (214B/D/BD) for nice damage and corner push, can juggle into Crow Bite A if you spent the bar while in the corner. | ||
}} | }} | ||
Line 299: | Line 299: | ||
|description2=* Arguably K' best jumping attack | |description2=* Arguably K' best jumping attack | ||
* Excellent range horizontally and vertically. | * Excellent range horizontally and vertically. | ||
* Strong air-to-air poke. Even more so because it sets up for a relatively easy conversion into j.2144 BD (instant | * Strong air-to-air poke. Even more so because it sets up for a relatively easy conversion into j.2144 BD (instant EX Air Minute Spike). | ||
}} | }} | ||
Line 335: | Line 335: | ||
|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=* K's longest range aerial attack | |description2=* K's longest range aerial attack. | ||
* Great air to ground angle | * Great air to ground angle. | ||
* Somewhat limited air-to-air application. | * Somewhat limited air-to-air application. | ||
* On counter hit can be followed up with Minute Spike (easy)for corner carry or 4B into full combo (harder). | * On counter hit can be followed up with Minute Spike (easy) for corner carry or 4B into full combo (harder). | ||
* Can also follow up with j.2144BD for some corner carry and extra damage on normal hit. | * Can also follow up with j.2144BD for some corner carry and extra damage on normal hit. | ||
* Lots of block stun for closing the gap and starting pressure. Use this when your opponent feels comfortable blocking your approach for extra frame advantage and guard bar damage. | * Lots of block stun for closing the gap and starting pressure. Use this when your opponent feels comfortable blocking your approach for extra frame advantage and guard bar damage. | ||
Line 350: | Line 350: | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|description=* Forward throw for K'. Places the opponent very close to him. | |description=* Forward throw for K'. Places the opponent very close to him. | ||
* Sets up a safe jump set up by doing hop C | * Sets up a safe jump set up by doing hop C. | ||
* Microstep backwards places you out of wake-up throw range. Use for an empty hop low setup. | * Microstep backwards places you out of wake-up throw range. Use for an empty hop low setup. | ||
}} | }} | ||
Line 359: | Line 359: | ||
|name=Knee Strike | |name=Knee Strike | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description=* The back throw for K' | |description=* The back throw for K'. | ||
* Sends the opponent a fair distance away from you. | * Sends the opponent a fair distance away from you. | ||
* You can safe jump by doing hyper hop CD immediately after. Make sure to hold back/ | * You can safe jump by doing hyper hop CD immediately after. Make sure to hold back/down-back as you're landing. | ||
}} | }} | ||
Line 374: | Line 374: | ||
* Cancels from lights and first hit of close C, giving K' some big conversions off his 2B. | * Cancels from lights and first hit of close C, giving K' some big conversions off his 2B. | ||
* Juggles airborne opponents and has some utility in fancy mid air quick max activation combos. | * Juggles airborne opponents and has some utility in fancy mid air quick max activation combos. | ||
* Could work as as a poor man's Shatter Strike with the exact same | * Could work as as a poor man's Shatter Strike with the exact same follow-ups. | ||
}} | }} | ||
Line 402: | Line 402: | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|description3= | |description3= | ||
* K' throws out a stationary circular swirl of fire at waist level which can be cancelled into a variety of follow ups. This can negate projectiles that come into contact with it. The | * K' throws out a stationary circular swirl of fire at waist level which can be cancelled into a variety of follow ups. This can negate projectiles that come into contact with it. The follow-ups can still be performed in this case. | ||
* A version knocks down and is preferred as a starter in | * A version knocks down and is preferred as a starter in midscreen combos. K' moves forward slightly when throwing out the flame, giving it slightly longer range. As such, it reliably combos from repeated 2B even at near max distance. | ||
* C version does not knock down and is preferred as a starter in corner combos. | * C version does not knock down and is preferred as a starter in corner combos. | ||
* EX version negates EX projectiles and completely beats normal projectiles. It also moves K' forward and "sticks" opponents in place on hit, which lets you combo into 6D consistently for nice conversions, even from max range | * EX version negates EX projectiles and completely beats normal projectiles. It also moves K' forward and "sticks" opponents in place on hit, which lets you combo into 6D consistently for nice conversions, even from max range far C. | ||
* All versions combo from lights, preferably 2B. | * All versions combo from lights, preferably 2B. | ||
* Total duration: | * Total duration: | ||
Line 418: | Line 418: | ||
|input=236P~6A | |input=236P~6A | ||
|description3= | |description3= | ||
* 6A | * 6A follow-up is mainly useful as juggle filler in corner combos. Safest option if Ein Trigger is blocked. However, due to its limited range and pushback from Ein Trigger, this move can whiff if too many normals are used at the start and leave you somewhat more unsafe. Will connect on a cornered opponent. There's a 1F gap between 236P & 6A which is useful for corner pressure. Will hit anyone trying to jump or not blocking. Can roll between the hits or use invincible reversal between the hits. However, if an opponent rolls in either direction after blocking 236P, they will be open to a straightforward punish with either cl.C or f.C depending on which direction they roll towards. | ||
* When used after 236AC, 6A is a hard knockdown and an overhead. This is also a true block string with 236AC making it one of the fastest overheads in the game. | * When used after 236AC, 6A is a hard knockdown and an overhead. This is also a true block string with 236AC making it one of the fastest overheads in the game. | ||
* Normal versions reflect normal projectiles and EX version reflect EX projectiles. | * Normal versions reflect normal projectiles and EX version reflect EX projectiles. | ||
Line 429: | Line 429: | ||
|input=236P~6B | |input=236P~6B | ||
|description3= | |description3= | ||
* 6B | * 6B follow-up is a slow fireball. Depending on the spacing of Ein Trigger, this can be either unsafe or even plus on block, except for in the corner. Cannot juggle afterwards during a mid-air hit except with an air EX Minute Spike. | ||
* After 236C, the fireball is faster. | * After 236C, the fireball is faster. | ||
* After 236AC, this is a 2-hit slow fireball that gradually speeds up and can mess with attempts to roll or jump it. Plus on block even at point blank allowing his 5C/2C to beat 4F normals. Can easily Guard Crush the opponent in the corner with one bar by doing j.C>5C[1]>4B>236AC>6B 3 times, substituting 236A>6B at the end, while still being able to punish meterless rolls with 2A/2B. Still does not allow normal juggles afterwards. | * After 236AC, this is a 2-hit slow fireball that gradually speeds up and can mess with attempts to roll or jump it. Plus on block even at point blank allowing his 5C/2C to beat 4F normals. Can easily Guard Crush the opponent in the corner with one bar by doing j.C>5C[1]>4B>236AC>6B 3 times, substituting 236A>6B at the end, while still being able to punish meterless rolls with 2A/2B. Still does not allow normal juggles afterwards. | ||
* Normal versions of Second Shoot can be super cancelled but there is little utility in combos because of limited hit stun and its inability to juggle. However, it can be whiff canceled into Heat Drive at a distance to punish attempts to jump, roll or | * Normal versions of Second Shoot can be super cancelled but there is little utility in combos because of limited hit stun and its inability to juggle. However, it can be whiff canceled into Heat Drive at a distance to punish attempts to jump, roll or neutralize your fireball. It can also be whiff canceled into Chain Drive, which beats mid range jump in attempts. | ||
}} | }} | ||
Line 441: | Line 441: | ||
|input=236P~6C | |input=236P~6C | ||
|description3= | |description3= | ||
* 6C | * 6C follow-up is a forward-moving punch that does the most damage out of 236P follow-ups, knocks down, and is super cancellable. | ||
* After 236AC, this is a forward-moving punch that juggles, sort of like normal versions of the 6A follow up. Useful to tag on extra damage in corner juggles. | * After 236AC, this is a forward-moving punch that juggles, sort of like normal versions of the 6A follow up. Useful to tag on extra damage in corner juggles. | ||
* You get another 236C, 6(A/B/C) if you do 236AC, 6C for a potential 3 Ein Trigger combo. | * You get another 236C, 6(A/B/C) if you do 236AC, 6C for a potential 3 Ein Trigger combo. | ||
Line 452: | Line 452: | ||
|input=236P~6D | |input=236P~6D | ||
|description4= | |description4= | ||
* 6D | * 6D follow-up launches opponent and is generally the most rewarding finisher. Functions decently as an anti-air. | ||
* Corner combos with 236C, 6D can be followed up with another 236 (A/C/AC) for a double Ein Trigger combo. | * Corner combos with 236C, 6D can be followed up with another 236 (A/C/AC) for a double Ein Trigger combo. | ||
* AC version doesn't launch the opponent higher, but K' recovers faster compared to normal versions. | * AC version doesn't launch the opponent higher, but K' recovers faster compared to normal versions. | ||
* 6D into 4K also performs a teleport which stops right below a juggled opponent. Useful for chasing down juggled opponents mid screen and following up with 4B > combo of your choice. May cause awkward side switching if done point blank. | * 6D into 4K also performs a teleport which stops right below a juggled opponent. Useful for chasing down juggled opponents mid screen and following up with 4B > combo of your choice. May cause awkward side switching if done point blank. | ||
* Note: Unlike other | * Note: Unlike other follow-ups, Second Shell is not able repeat in a single combo, no matter which version is used. | ||
* This move launches the opponent higher if they are previously crumpled or launched by an EX Narrow Spike/Second Knuckle - crucial for optimal | * This move launches the opponent higher if they are previously crumpled or launched by an EX Narrow Spike/Second Knuckle - crucial for optimal follow-ups. | ||
}} | }} | ||
Line 468: | Line 468: | ||
|description3= | |description3= | ||
* Flash step. Useful for dodging projectiles or long-reaching attacks. Can cross up opponents midscreen. | * Flash step. Useful for dodging projectiles or long-reaching attacks. Can cross up opponents midscreen. | ||
* B version is the shortest and the least vulnerable. Still useless in | * B version is the shortest and the least vulnerable. Still useless in block strings. | ||
* D version is the longest. Useful for chasing the opponent after hitting them with standing CD. | * D version is the longest. Useful for chasing the opponent after hitting them with standing CD. | ||
* EX version has the slowest recovery, though its fast startup can help escape sloppy frame traps in the corner. | * EX version has the slowest recovery, though its fast startup can help escape sloppy frame traps in the corner. | ||
Line 525: | Line 525: | ||
* Air EX version has significantly less lag when landing, allowing for better juggles. | * Air EX version has significantly less lag when landing, allowing for better juggles. | ||
* All versions can be cancelled from any air normal and will combo if high enough. Due to these previously listed properties, this move is fantastic for adding extra damage and corner carry to successful air-to-airs, or comboing after a successful j.CD on a grounded opponent. | * All versions can be cancelled from any air normal and will combo if high enough. Due to these previously listed properties, this move is fantastic for adding extra damage and corner carry to successful air-to-airs, or comboing after a successful j.CD on a grounded opponent. | ||
* There are several ways to execute this move besides from regular jumping | * There are several ways to execute this move besides from regular jumping: | ||
** Cancel: After a raw or cancelled 6B. | ** Cancel: After a raw or cancelled 6B. | ||
** Backdashing: An easy shortcut for this is to input 2144B/D/BD or 4214B/D/BD. There needs to be at least 1 frame of neutral input between the 214 and 4 in order for the game to | ** Backdashing: An easy shortcut for this is to input 2144B/D/BD or 4214B/D/BD. There needs to be at least 1 frame of neutral input between the 214 and 4 in order for the game to recognize it as it a backdash. | ||
** Tiger Knee input (i.e. 2147BD): (EX version only) Regular Air Minute Spike has a slight height requirement of 3 [https://twitter.com/bearhugprime/status/1518432217797578752 units], meaning it cannot be Tiger Knee'd in a similar fashion. | ** Tiger Knee input (i.e. 2147BD): (EX version only) Regular Air Minute Spike has a slight height requirement of 3 [https://twitter.com/bearhugprime/status/1518432217797578752 units], meaning it cannot be Tiger Knee'd in a similar fashion. | ||
}} | }} | ||
Line 541: | Line 541: | ||
* Stays in front of opponent if blocked. | * Stays in front of opponent if blocked. | ||
* Plays the satisfying blast sound effect all the way from KOF '99. | * Plays the satisfying blast sound effect all the way from KOF '99. | ||
*manually timed safe jump after with | * Allows a manually timed safe jump after with 2B whiff into slight delay full jump. | ||
}} | }} | ||
Line 552: | Line 552: | ||
* K' tosses his glasses and performs a ranbu if it hits. The glasses start off at about his chest level and it travels in a slight arc downwards. | * K' tosses his glasses and performs a ranbu if it hits. The glasses start off at about his chest level and it travels in a slight arc downwards. | ||
* All versions have significant amounts of invincibility frames. | * All versions have significant amounts of invincibility frames. | ||
* Can be | * Can be Climax cancelled during any hit of the auto combo. | ||
* For A/C versions, the sunglasses will negate most normal or EX projectiles and clash with super projectiles. | * For A/C versions, the sunglasses will negate most normal or EX projectiles and clash with super projectiles. | ||
* For the AC version, the sunglasses will negate most normal/EX and super projectiles and clash with MAX super projectiles. | * For the AC version, the sunglasses will negate most normal/EX and super projectiles and clash with MAX super projectiles. | ||
Line 565: | Line 565: | ||
|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
* Due to its large hitbox and quick startup, it combos from basically all possible | * Due to its large hitbox and quick startup, it combos from basically all possible Super and Climax cancels. | ||
* Takes 1000 years to recover if blocked. On the bright side, you might get to see one of those rare 100% raw max combos. | * Takes 1000 years to recover if blocked. On the bright side, you might get to see one of those rare 100% raw max combos. | ||
* Please remember the much better metered options to escape pressure like the universal GCAB/GCCD or even wakeup EX | * Please remember the much better metered options to escape pressure like the universal GCAB/GCCD or even wakeup EX Blackout before you even think about using this as a reversal. | ||
* Only does 1 hit on block for 3 chip damage. | * Only does 1 hit on block for 3 chip damage. | ||
* Negates almost any projectile that comes into contact with the flames but it's a moot point as you'll still be stuck with roughly 700 years of recovery if you do so. | * Negates almost any projectile that comes into contact with the flames but it's a moot point as you'll still be stuck with roughly 700 years of recovery if you do so. |
Revision as of 23:10, 5 May 2023
Gameplay Overview
K' (pronounced "kay dash") is one of the truest examples of an all-rounder in KOF, and as a result makes himself comfortable in the hands of both beginners and veterans alike. Specifically, K's gameplan revolves around constantly repping his extremely versatile special move, Ein Trigger, and acting accordingly with the move's various different follow-ups. Thanks to these follow-ups, Ein Trigger can be used to poke, counterpoke, tie together combo routes for big damage, zone the opponent out, or even just be whiffed to build meter while still being able to provoke reactions and respond with any of its myriad of options. Of course K' also has many other moves, such as his Crow Bite DP (623A/C) as an invincible reversal and his Blackout special (236B/D) as a tricky movement option, to mix up the open-endedness of his gameplay even more. Smart usage of K's variety of tools will result in him being able to shine in whatever way you may choose to play him.
One extra detail should be noted about K', which has always been the case with him in every game: optimizing this character takes some work. His optimal combos and conversions can take a good amount of hit-confirming skill and physical execution, and should be noted for anyone looking to master the character, as dropping his better combos can cost you precious meter and also put you in a bad spot to get punished.
K' is a flexible character that is a struggle for others to get past, yet grants great returns on his own openings. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Hold OK) = Can be held before releasing.
Throws
Command Normals
Special Moves
Air Minute Spike - + / (*) (Midair Only)
Super Special Moves
Heat Drive - + / (!) (Hold OK)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Ranged confirm/Punish |
f.C > 236A > 6C = 162 dmg |
½ Meter |
Ranged confirm/Punish |
f.C > 236AC~6D~4B, 4B > 623C~6D = 294 dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
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
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
Spotpile
Spotpile
(close) 4/6C
(close) 4/6C |
---|
Knee Strike
Knee Strike
(close) 4/6D
(close) 4/6D |
---|
Command Moves
One Inch
One Inch
6A
6A |
---|
Knee Assault
Knee Assault
6B
6B |
---|
Sniper Slide
Sniper Slide
4B
4B |
---|
Special Moves
Ein Trigger
Ein Trigger
236A/C/AC
236A/C/AC |
---|
Second Whip
Second Whip
236P~6A
236P~6A |
---|
Second Shoot
Second Shoot
236P~6B
236P~6B |
---|
Second Knuckle
Second Knuckle
236P~6C
236P~6C |
---|
Second Shell
Second Shell
236P~6D
236P~6D |
---|
Blackout
Blackout
236B/D/BD [236P~4K]
236B/D/BD [236P~4K] |
---|
Crow Bite
Crow Bite
623A/C/AC
623A/C/AC |
---|
Minute Spike
Minute Spike
214B/D/BD
214B/D/BD |
---|
Narrow Spike
Narrow Spike
214B/D/BD~214B/D
214B/D/BD~214B/D |
---|
Air Minute Spike
Air Minute Spike
j.214B/D/BD
j.214B/D/BD |
---|
Super Special Moves
Heat Drive
Heat Drive
236236A/C/AC
236236A/C/AC |
---|
Chain Drive
Chain Drive
2363214A/C/AC
2363214A/C/AC |
---|
Climax Super Special Moves
Hyper Chain Drive
Hyper Chain Drive
2141236CD
2141236CD |
---|