KOF XIV-King of Dinosaurs
Posted: Sat Mar 05, 2016 06:57
Tizoc who?
Movelist
Throws
Commands
Specials
Desperation Moves
Climax Desperation Move
King of dinosaurs
King of dinosaurs
King of dinosaurs
crouch A
Cancel
Cr A x 2, A
Stand A
No cancel
Fwd A
Overhead
Cancel into super only
Stand B
Combos into ZMH at almost full range
Back A
Hit box in air only, does not hit standing opponent
Causes juggle state
Stand HP
Guard point
Far Stand HP
Guard point
Cancellable into super only
Crouch HP
Guard point
Causes juggle
Giga Cop
Qcb K
OTG
use after knockdowns in corner
Fast recovery
Has guard point on final frames, not first!
Ankylo Hammer
Qcf A
Either hit cancels
2 hits (can break after 1st)
C A will whiff 3rd hit, so break or use HP instead
Qcf HP
3 hits, break (A+B) after 2nd for fast recovery and mix ups
Qcf PP
can follow with another + cancel
Charging headbutt doesn't seem to cancel
Causes wall bounce > combo with climax or giga but not dinner time
Mid screen > PP > end
Mid screen > climax
Corner > giga (as he turns around)
Zets Metsu Hurricane
Hcb A
Grab to be used in combos and quick grabs
No range!
Faster than HP version
Hcb C
slower than LP version
Has guard points
Used as a counter
Has more range
Hcb PP
extremely fast
Cr A x3, EX no problem
B
good for hop attack mixups
Not good for opp with good hearing
Can't hit crouching opp
Can't hit jumping opp
D
Can't hit crouching opp
Can't hit jumping opp
Maybe good for clearing distance
KK
Hits crouching opponent
doesn't make difference if opp jumps on reflex anyway
Dinner for Dinosaurs
Qcf x2 K
SDM = “Dinner Time!”
Runs forward, biting
Can juggle
EX version ends with a rolling kick
Super Zetsmetsu Hurricane
Hcb x2 p
Running grab
Very fast
Can be used in fake combos as long as opponent doesn't jump
Hcbx2 kk
Lunging upper
Standard Combos
HP, LP, x2 K 287 <<---
HP A (1hit) qcfx2 K 268
Cr B cr A hcbx2 P 269
CD, Wall bounce, A, B
Jump CD, B
Best Practices
Use cr B cr A A B > climax if needed
Sit, cr C > A > B > climax
Theories
Use Raptor B to get closer after knockdown
The B is a buffer so you can are actually doing qcfx2 K
Setups
Mid screen
GC > AR HK > Hyper Jump will crossup
GC > AR HK > Normal Jump will not crossup
Cr LK cr LP > A (opponent falls)
D > D will hit on wakeup
Qcf B > B will land in front out of range of anti air… hopefully
Cr B cr A A
Cr B cr A A x2 K
(the overhead is not a combo but will cancel)
Qcf LP > Break > HP
Opp corner
Bk A > qcfx2 K > climax
The Shed
Stuff for development
Interesting combos?
(On jumping opp in corner) Bk LP, A xx qcfx2 K….
contribs: Gunsmith
Movelist
Throws
Commands
Specials
Desperation Moves
Climax Desperation Move
King of dinosaurs
King of dinosaurs
King of dinosaurs
crouch A
Cancel
Cr A x 2, A
Stand A
No cancel
Fwd A
Overhead
Cancel into super only
Stand B
Combos into ZMH at almost full range
Back A
Hit box in air only, does not hit standing opponent
Causes juggle state
Stand HP
Guard point
Far Stand HP
Guard point
Cancellable into super only
Crouch HP
Guard point
Causes juggle
Giga Cop
Qcb K
OTG
use after knockdowns in corner
Fast recovery
Has guard point on final frames, not first!
Ankylo Hammer
Qcf A
Either hit cancels
2 hits (can break after 1st)
C A will whiff 3rd hit, so break or use HP instead
Qcf HP
3 hits, break (A+B) after 2nd for fast recovery and mix ups
Qcf PP
can follow with another + cancel
Charging headbutt doesn't seem to cancel
Causes wall bounce > combo with climax or giga but not dinner time
Mid screen > PP > end
Mid screen > climax
Corner > giga (as he turns around)
Zets Metsu Hurricane
Hcb A
Grab to be used in combos and quick grabs
No range!
Faster than HP version
Hcb C
slower than LP version
Has guard points
Used as a counter
Has more range
Hcb PP
extremely fast
Cr A x3, EX no problem
B
good for hop attack mixups
Not good for opp with good hearing
Can't hit crouching opp
Can't hit jumping opp
D
Can't hit crouching opp
Can't hit jumping opp
Maybe good for clearing distance
KK
Hits crouching opponent
doesn't make difference if opp jumps on reflex anyway
Dinner for Dinosaurs
Qcf x2 K
SDM = “Dinner Time!”
Runs forward, biting
Can juggle
EX version ends with a rolling kick
Super Zetsmetsu Hurricane
Hcb x2 p
Running grab
Very fast
Can be used in fake combos as long as opponent doesn't jump
Hcbx2 kk
Lunging upper
Standard Combos
HP, LP, x2 K 287 <<---
HP A (1hit) qcfx2 K 268
Cr B cr A hcbx2 P 269
CD, Wall bounce, A, B
Jump CD, B
Best Practices
Use cr B cr A A B > climax if needed
Sit, cr C > A > B > climax
Theories
Use Raptor B to get closer after knockdown
The B is a buffer so you can are actually doing qcfx2 K
Setups
Mid screen
GC > AR HK > Hyper Jump will crossup
GC > AR HK > Normal Jump will not crossup
Cr LK cr LP > A (opponent falls)
D > D will hit on wakeup
Qcf B > B will land in front out of range of anti air… hopefully
Cr B cr A A
Cr B cr A A x2 K
(the overhead is not a combo but will cancel)
Qcf LP > Break > HP
Opp corner
Bk A > qcfx2 K > climax
The Shed
Stuff for development
Interesting combos?
(On jumping opp in corner) Bk LP, A xx qcfx2 K….
contribs: Gunsmith