K' (XI)
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- Geese
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can you do this in the corner?Geese wrote:His LDM actually has the same properties as his jump +K. It has a combo anywhere property
some situations I have used it in
jump +E -> LDM (can do jump +E twice on counter into LDM)
jump +K -> LDM
LDM -> LDM (works midscreen, after first LDM hits, do the second LDM in the opposite direction)
..... d into air MS, air MS, air MS, LDM? i always forget to try it since k' is no my usual leader...
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I agree. considering the first LDM does crap damage, you get scaled crap damage for the second LDM... not worth itEmpyrian wrote:But LDM *2 scales like crazy.... XD
IMO, K` is a little overrated but still generally quite good to use.
I only use K' as leader if I want to do high hit count flashy combos or as a combo finisher
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i think so too that k' is overrated...
he only looks strong though...unless you can show me a jump attack that is pretty decent...i always get beat when in air to air battle when ever i use his jump d...
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so what are k's good jump in attacks...
jump c can cross-up...
how about his jump a? does it work like kims jump a or kyo's jump b?
a can be strong anti-air?
he only looks strong though...unless you can show me a jump attack that is pretty decent...i always get beat when in air to air battle when ever i use his jump d...
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so what are k's good jump in attacks...
jump c can cross-up...
how about his jump a? does it work like kims jump a or kyo's jump b?
a can be strong anti-air?
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I think that K' can be really effective on pressings and combos.
The fact that is far standing C is cancellable by his f K -> combo makes him really dangerous for opponent's pressings.
His has a good mind game with his cr B / D
For jumping attacks, I use D for air to air (cancel with minute spikes if it hits), or C for hops, cause the hit stun is really long, and give you all the time to choose your combo.
His C avoid wake up pressures, since it's totaly invincible (I don't say that you have to do it evrytime, just the fact that you can do it is a danger for the opponent)
His A can be used as anti air, but need a perfect timing.
His far standing B and cr D are good for poking game.
The fact that is far standing C is cancellable by his f K -> combo makes him really dangerous for opponent's pressings.
His has a good mind game with his cr B / D
For jumping attacks, I use D for air to air (cancel with minute spikes if it hits), or C for hops, cause the hit stun is really long, and give you all the time to choose your combo.
His C avoid wake up pressures, since it's totaly invincible (I don't say that you have to do it evrytime, just the fact that you can do it is a danger for the opponent)
His A can be used as anti air, but need a perfect timing.
His far standing B and cr D are good for poking game.
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oh ok...i'll try k' again next time...
im trying to get the hang of MSing opponent when ever i win an air battle with jump d...but i always do it via jump again when i hit the ground not cancelling the jump d...
i use his stand a, e, stand far d, to counter the start of hops...
ill try to utilize more of what frionel said...
for a to be anti-air...do you need to do it late or early?
im trying to get the hang of MSing opponent when ever i win an air battle with jump d...but i always do it via jump again when i hit the ground not cancelling the jump d...
i use his stand a, e, stand far d, to counter the start of hops...
ill try to utilize more of what frionel said...
for a to be anti-air...do you need to do it late or early?
- Iie-Kyo
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Actually, K' kinda has the "Shen Woo" property because of the INSANE speed of the Heat Drive. If you see your opponent mess something up and you can't get there "in time" to stuff them, throw it out. If you see them flinch, throw it out. If you see that they're gonna try to jump purely for transportation purposes, this is your answer.
What makes the D -> LDM combo fearful is because of the fact that it can almost be used at will (provided you have the execution for it), basically if you leave a hole in your pressure game, K will hit you with 50% damage at will. This adds a weird kind of fear factor that he normally does not have. Slip up in your game, D leader, almost no questions asked. Overrated maybe, but seriously, if you've trained yourself to do "reactionary" crouch D's vs. stuff in 2k3, then this is just that extra thing you need that will make getting hit by his D this year painful.
What makes the D -> LDM combo fearful is because of the fact that it can almost be used at will (provided you have the execution for it), basically if you leave a hole in your pressure game, K will hit you with 50% damage at will. This adds a weird kind of fear factor that he normally does not have. Slip up in your game, D leader, almost no questions asked. Overrated maybe, but seriously, if you've trained yourself to do "reactionary" crouch D's vs. stuff in 2k3, then this is just that extra thing you need that will make getting hit by his D this year painful.
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Apparently the Hong Kong message boards note that if you want to play K', you should play 'with guts', specifically, when using the Heat Drive. It makes sense to throw out Heat Drives even when you think you're gna trade, cause of super high counter damage. Its also safer than the Shen Woo punch. Shen Woo punch usage can be reduced to a science, since its invulnerabilities and vulnerabilities are pretty fixed. With K' Heat Drive, its a lot more of a gamble.