The King of Fighters XIV

Postby Kabuki Jack » September 8th, 2016, 3:34 pm

Just a few tech tidbits from lil' ol' me that probably won't be of any actual use for you lot.

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The Champion Antonov

Postby Angelus » October 8th, 2016, 9:37 am

Old archived Antonov (pre-patch)
Spoiler: show
Frame data

6A = 17f
CD = 19f or faster

cl.A = 5f
cl.B = 5f
cl.C = 7f
cl.D = 10f

cr.A = 4f
cr.B = 5f
cr.C = 11f
cr.D = 24f

far A = 6f
far B = 7f
far C = 15f
far D = 17f

EX DP = 4f
EX shoulder = 11f
EX punch = 14f
A punch = 19f
B shoulder = 19f
D shoulder = 19f
C punch = 28f

EX punch super = 8f startup on standing
EX kick super = 9f startup
EX punch super = 11f startup on crouching
kick super = 11f startup
Climax = 11f startup
punch super = 12f startup on standing

General stuff
- cr.B is plus on block
- air QCF+AC is plus on block
- cl.Dchains into st.C/st.D loses all cancel-ability
- DP + A/C can be cancel into air QCF + A/C on hit whif block just before the final hit comes out
- cl.D forces standing
- cr.D is an overhead (both hits). 1st hit doesnt actually knockdown so you can do cr.D(1) MAX cr.B cr.B
- QCB+ C wallbounces on counterhit
- QCB+ C has armor
- QCB+ AC has armor
- HCB+ BD has armor
- CD has armor
- DP+ AC has invincibility
- B is really solid, cancel it into 6A to stop jumpers, and 624D to catch them w a tick throw

Setups
214C -- 214A or 624B/D or blowback right after is a meaty on recovery
214A -- 214C right after is meaty on recovery
624D -- 214A is meaty, blowback is meaty in corner
After cornered Kick super -- j.C xx j.236A -- Meaty and + on block

Combos
easy mode combos

AAAA -- 129 dmg -- meterless
AAAA -- 172 dmg -- 1 bar
AAAA -- 325 dmg -- 2 bar (max mode)

Anti Air combos
CD xx 624B/D (whiff), 2C -- 134 dmg
CD xx 214A (whiff), Climax -- 464 dmg -- 3 bar
CD xx MAX xx 624BD, Climax -- 473 dmg -- 3 bar
D xx MAX, 624BD, CD xx 214AC -- 292 -- 1 bar
D xx MAX, 624BD, CD xx Kick super -- 413 -- 2 bar

regular combos

2B, 2B, 2B -- 80 dmg
clD xx C -- 146 dmg
clD xx D -- 156 dmg
clC/2C, 6A, 214A -- 190 dmg

2C and close C are very similar, C only gives more pushback in total compared to 2C.
All combos from C xx 6A xx 214A also work with 2C xx 6A xx 624B, for 18 more damage

2C xx 6A, 624B -- 208 dmg
- xx Kick Super, 5D -- 374 dmg -- 1 bar -- +166
-- xx MAX, 624BD, dash, 214AC -- 532 dmg -- 2 bar -- +158
-- test more
-- xx MAX, 5D, Climax -- 694 dmg -- 4 bar

C xx 6A xx 214A -- 190 dmg
- xx Kick Super -- 292 dmg -- 1 bar -- +102
- xx EX Kick Super -- 445 dmg -- 2 bar -- +153
- xx Climax -- 579 dmg -- 3 bar -- +134
- xx Kick Super, Climax -- 656 dmg -- 4 bar -- +77

cornered C xx 6A xx 214A -- 190 dmg
- Punch Super -- 342 dmg -- 1 bar -- +152
- EX Punch Super -- 473 dmg -- 2 bar -- +131
- Punch Super xx EX Kick Super -- 537 dmg -- 3 bar -- +64

cornered C xx 6A xx 214A xx Kick Super -- 292 dmg -- 1 bar
- 214A or 5C or 2C -- 348 dmg
- j.C xx 236A -- 348 dmg -- the j236A is meaty and + on block
- 5D, 2B -- 378 dmg
- DP+C -- 384 dmg

- wait, Punch super -- 434 dmg -- 2 bar -- +50
- wait, EX Punch Super -- 556 dmg -- 3 bar -- +122
- 214A xx Climax -- 689 dmg -- 4 bar
- wait, Punch super xx Climax -- 702 dmg -- 5 bar

- 5D xx MAX, 624BD
-- 624BD, DP+A -- 544 dmg -- 2 bar -- +160 -- mid/anchor is 564 with DP+AC
-- 624B xx Punch Super -- 672 -- 3 bar -- +128
-- 624B xx Climax -- 725 dmg -- 4 bar -- +53

MAX hitconfirms
2D (1st hit) xx MAX -- combos below
C xx 6A xx MAX xx 2C xx 6A xx 214AC -- 331 dmg -- 1 bar
C xx 6A xx MAX xx 2C xx 6A xx 624BD, dash, 214AC -- 399 dmg -- 1 bar
C xx 6A xx MAX xx 2C xx 6A xx 624BD, Climax -- 598 dmg -- 3 bar

midscreen to corner:
C xx 6A xx MAX xx 2C xx 6A xx 624BD, 624BD, Kick Super -- 448 dmg -- 2 bar
- j.C xx 236A -- 486 + 55 dmg -- meaty on block
- 5D xx MAX, 624BD, 624BD, EX DP -- 609 dmg -- 3 bar
- 5D xx MAX, 624BD, 624BD, EX Kick Super -- 722 dmg -- 4 bar


Post-patch Antonov!

Armor
CD = armor on 10-14 -- upper body armor -- no armor on low
214C = armor on 5-10 -- upper body armor-- no armor on low
214AC = armor on 3-8 -- upper body armor -- no armor on low
624BD = armor on 5-9 -- can armor some crouching attacks -- no armor on low

Frame data

6A = 17f
CD = 19f or faster

cl.A = 5f
cl.B = 5f
cl.C = 7f
cl.D = 10f

cr.A = 4f
cr.B = 5f
cr.C = 11f
cr.D = 24f

far A = 6f
far B = 7f
far C = 15f
far D = 17f

EX DP = 4f
EX shoulder = 11f
EX punch = 14f
A punch = 19f
B shoulder = 19f
D shoulder = 19f
C punch = 28f

EX punch super = 8f startup on standing
EX kick super = 9f startup
EX punch super = 11f startup on crouching
kick super = 11f startup
Climax = 11f startup
punch super = 12f startup on standing

General stuff
- cr.B is plus on block
- air QCF+AC is plus on block
- cl.Dchains into st.C/st.D loses all cancel-ability
- DP + A/C can be cancel into air QCF + A/C on hit whif block just before the final hit comes out
- cl.D forces standing
- cr.D is an overhead (both hits). 1st hit doesnt actually knockdown so you can do cr.D(1) MAX cr.B cr.B
- DP+ AC wallbounces on hit
- QCB+ C wallbounces on counterhit
- QCB+ C has armor
- QCB+ AC has armor
- HCB+ BD has armor
- CD has armor
- DP+ AC has invincibility
- B is really solid, cancel it into 6A to stop jumpers, and 624D to catch them w a tick throw

Setups

meaty 624D can combo into 2A and EX DP

214A setups
- 214C delayed is meaty on recovery but not safe
- 624B delayed is meaty on recovery and safe
- fA xx 624D is a meaty throw on recovery

214C -- 214A or 624B/D or blowback right after is a meaty on recovery

624D -- 214A is meaty, blowback is meaty in corner

After EX DP or cornered Kick super -- j.C xx j.236A -- Meaty and + on block

After Kick super
- froll <-> empty jump, cl.C -- beats anything slower than 3 frames
- DP C, blowback meaty

After EX Kick super
- 624D, 2C -- 2C is meaty and plus on block
- CD xx 214A, meaty 5B
- 214C, 5B -- trades w 4f
- empty jump, 624B -- extremely meaty, around -1 on block
- 214A, 624B -- not as meaty as previous example
- jump xx 236A -- meaty and can even be +9 on block

C throw (midscreen) -- run + close C -- nothing else, but it does beat wakeup normals
C throw (corner) -- hop -- nothing else, but it does beat wakeup normals
D throw -- no advantage, you're 0 if they recover

Combos
easy mode combos

AAAA -- 129 dmg -- meterless
AAAA -- 172 dmg -- 1 bar
AAAA -- 325 dmg -- 2 bar (max mode)

Anti Air combos
CD xx 624B/D (whiff), 2C -- 134 dmg
CD xx 214A (whiff), Climax -- 464 dmg -- 3 bar

CD xx MAX xx run, EX DP -- 180 dmg -- 1 bar
- wait, EX Punch -- 259 dmg
- wait, DP C -- 242 dmg -- MAX left over
- 624B xx Kick Super -- 379 dmg -- 2 bar
-- Climax -- 619 dmg -- 5 bar

EX DP
- jC xx 236A -- 201 +65 dmg -- +10 or something on block
- EX Punch -- 264 dmg
- 214A xx EX Kick Super, 5B -- 447 dmg

regular combos

2B, 2B, 2B -- 80 dmg
clD xx C -- 146 dmg
clD xx D -- 156 dmg
clC/2C, 6A, 214A -- 190 dmg

2C and close C are very similar, C only gives more pushback in total compared to 2C.
All combos from C xx 6A xx 214A also work with 2C xx 6A xx 624B, for 18 more damage

2C xx 6A, 624B -- 208 dmg
- xx Kick Super, 5D -- 374 dmg -- 1 bar -- +166
-- xx MAX, EX Punch -- 468 dmg -- 2 bar -- +94 -- MAX left over
-- xx MAX, Climax -- 667 dmg -- 4 bar -- +199
-- (corner) xx MAX, 5D, Climax -- 694 dmg -- 4 bar

C xx 6A xx 214A -- 190 dmg
- xx Kick Super -- 292 dmg -- 1 bar -- +102
- xx EX Kick Super -- 445 dmg -- 2 bar -- +153
- xx Climax -- 579 dmg -- 3 bar -- +134
- xx Kick Super, Climax -- 656 dmg -- 4 bar -- +77
- xx EX Kick Super, Climax -- 809 dmg -- 5 bar -- +153

cornered C xx 6A xx 214A -- 190 dmg
- Punch Super -- 342 dmg -- 1 bar -- +152
- EX Punch Super -- 473 dmg -- 2 bar -- +131
- Punch Super xx EX Kick Super -- 537 dmg -- 3 bar -- +64

cornered C xx 6A xx 214A xx Kick Super -- 292 dmg -- 1 bar
- 214A or 5C or 2C -- 348 dmg
- j.C xx 236A -- 348 dmg -- the j236A is meaty and + on block
- 5D, 2B -- 378 dmg
- DP+C -- 384 dmg

- 214A xx Punch super -- 480 dmg -- 2 bar -- +96
- 214A xx EX Punch Super -- 593 dmg -- 3 bar -- +113
- 214A xx Climax -- 689 dmg -- 4 bar -- + 96
- 214A xx Punch super xx Climax -- 724 dmg -- 5 bar -- + 35

- 5D xx MAX
-- EX Punch -- 450 dmg -- 2 bar -- +66 -- still in corner
-- DP+C xx cancel, EX DP, 5LK -- 479 dmg -- +99 -- out of corner
-- 624B or 214C xx EX Punch super -- 610 dmg -- 3 bar -- +135 dmg
-- EX DP, Climax -- 684 dmg -- 4 bar -- +74 dmg

5D xx MAX, instant EX DP, instant 214A xx EX Kick Super, 5B -- 426 dmg

MAX hitconfirms
2D (1st hit) xx MAX -- combos below
5C xx 6A xx MAX
- 5A xx 5B xx EX DP
-- EX Punch -- 335 dmg -- 1 bar
-- 624D xx EX Kick Super -- 460 dmg -- 2 bar
-- 624D xx EX Kick Super xx Climax -- 700 dmg -- 5 bar

- 5C xx 6A xx 624BD
-- dash, EX punch -- 399 dmg -- 1 bar
-- Climax -- 598 dmg -- 3 bar

midscreen to corner:
C xx 6A xx MAX xx 2C xx 6A xx 624BD, EX punch -- 399 dmg -- 1 bar

corner:
C xx 6A xx MAX xx 2C xx 6A xx 624BD
-- EX DP, 5LK -- 406 dmg -- 1 bar
-- EX Punch Super -- 511 dmg -- 2 bar
-- Climax -- 598 dmg -- 3 bar
-- EX Kick Super xx Climax -- 751 dmg -- 5 bar

DP cancel into EX DP combos
It's honestly too hard for me so I gave up
Last edited by Angelus on November 23rd, 2016, 5:53 pm, edited 19 times in total.
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Postby Ralenzo » October 8th, 2016, 7:15 pm

Latest tier list from Korea

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FRAME DATA

Postby Angelus » October 9th, 2016, 10:01 am

beta characters frame data: I tested it around a bit and it's mostly accurate besides the close normals and autocombo:

https://docs.google.com/spreadsheets/d/ ... 1524157636

Athena, K', Terry, Naokuru, Robert, Iori, Love Heart:
https://docs.google.com/spreadsheets/d/ ... 0/pubhtml#

Andy, Hein, Kensou, Vice:
https://docs.google.com/spreadsheets/d/ ... 1731212287
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Postby Ralenzo » October 19th, 2016, 5:45 am

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Postby Angelus » October 19th, 2016, 6:34 am

Alright, so I'm updating my character 'guides' as I'm writing this.

for KoD:
- normal versions of Giga Compy (214+K) do around 35 less damage
- Can't loop 236C breaks anymore if the opponent doesn't tech-roll or after some OTGs
- All versions of Dinner super have better hitboxes so it doesn't drop as often during juggles (new combos possible)

All around, I'd say he's buffed since he can convert into all his bars more easily anywhere on the screen. Also because he can do some new combo enders (236A vs 214B on airborne opponents after dinner super), he has better control over where he wants to put his opponent.

for Antonov:
- cl.C is now 7f startup from 9f startup
- ex DP now causes a wallbounce
- Can't do anything anymore after EX shoulder hits an airborne opponent or after any crumple (pretty much destroys 70% of his previous combos lol)

still working out new combos and checking if he's better or worse now.

--edit--
Besides close C, the new Antonov doesn't feel really drastically better or anything.
It's harder to do much damage while keeping your opponent cornered since his EX DP is seriously trash when near the corner. Only real followups you can do is a light attack and it puts yourself in the corner instead.

Midscreen max combos out of lights is a lot better tho.

I'm definitely going to miss (anti air) 5D xx MAX xx EX Shoulder
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Postby Kabuki Jack » October 21st, 2016, 2:48 pm

A little funky thing that i noticed while labbing Meitenkun: If you hold downforward after dash, you can keep running forward while charging down. Probably nothing too useful, but it's there.
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Postby Ralenzo » October 21st, 2016, 5:16 pm

Kabuki Jack wrote:A little funky thing that i noticed while labbing Meitenkun: If you hold downforward after dash, you can keep running forward while charging down. Probably nothing too useful, but it's there.

That's been possible in the previous KOF as well, I think it's common in SNK games, Samurai Shodown has that mechanic as well, if my memory serves me right.
It's handy to know if u play charge characters, and a necessity for characters like Bandeiras who has a d,u charge command for his command grab, it even gives him a unique animation if done after a run.
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Postby Kabuki Jack » October 27th, 2016, 4:09 pm

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Postby Ralenzo » November 11th, 2016, 1:04 pm

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