[UM] Krauser
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As much as Krauser seems like the tough guy, people play him as keep away. Not sure why. He does have a lot of variety in his moves though.
+P: High Blitz Ball. Think Sagat. Don't think it was changed from KOF 96.
+K: Low Blitz Ball. Think Sagat. See above.
+K: Flying forward double kick thingy. This is in 96, but seems improved from his 96 version. D version travels farther. There's no invincibility, but seems like a nice pre-emp anti-air.
+K: White Tomahawk. Seems to be able to jump over fierballs. Can hit opponents up close too.
+P: Counter moves. From what I read, there's no low counter.
,f+P: Instant grab move. I think this is the forward flying slam grab thingy that was in 96.
,f+K: Another grab move, throws opponent into the air, then gives them an explosive punch at their back. Switches sides.
+K: Double kick. D version does a forward hop and kick. Can cancel into Blitz Ball.
f,hcf+P/AC: Kaiser Wave. Chargeable.
,hcb+P/AC: Ranbu super. Hugely abusable as it seems that he can grab anything down and connect, and there is also invincibility when he's moving forward. I think I read the DM version can be juggled afterwards.
hcbx3+P/AC: Instant grab super. Connectable from a close C.
+P: High Blitz Ball. Think Sagat. Don't think it was changed from KOF 96.
+K: Low Blitz Ball. Think Sagat. See above.
+K: Flying forward double kick thingy. This is in 96, but seems improved from his 96 version. D version travels farther. There's no invincibility, but seems like a nice pre-emp anti-air.
+K: White Tomahawk. Seems to be able to jump over fierballs. Can hit opponents up close too.
+P: Counter moves. From what I read, there's no low counter.
,f+P: Instant grab move. I think this is the forward flying slam grab thingy that was in 96.
,f+K: Another grab move, throws opponent into the air, then gives them an explosive punch at their back. Switches sides.
+K: Double kick. D version does a forward hop and kick. Can cancel into Blitz Ball.
f,hcf+P/AC: Kaiser Wave. Chargeable.
,hcb+P/AC: Ranbu super. Hugely abusable as it seems that he can grab anything down and connect, and there is also invincibility when he's moving forward. I think I read the DM version can be juggled afterwards.
hcbx3+P/AC: Instant grab super. Connectable from a close C.
Last edited by PenPen on Sat Apr 12, 2008 12:25, edited 1 time in total.
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Just like to point out that Kaiser Wave will take out a whole crew of stuff, even DM HSKKs. Basically...
DM Kaiser Wave > DM HSKK
DM Kaiser Wave = SDM HSKK
SDM Kaiser Wave > SDM HSKK
And apparently, it's rumored that when you skip the Krauser-Rugal intro right when Krauser does his Kaiser Wave, Rugal actually takes damage at the start of the match. I haven't tried this though.
DM Kaiser Wave > DM HSKK
DM Kaiser Wave = SDM HSKK
SDM Kaiser Wave > SDM HSKK
And apparently, it's rumored that when you skip the Krauser-Rugal intro right when Krauser does his Kaiser Wave, Rugal actually takes damage at the start of the match. I haven't tried this though.
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when I saw the early vids for krauser, I was like damn this ass is going to be picked alot for his broken crap.
you can play keepaway and rushdown with him since he has so many tools. long range and fast normal pokes and turtle breakers
kick can really surprise ppl since it's so fast but it's bad when blocked.
,f+P good move for bringing someone closer to the corner.
,f+K switches sides so can put someone in the corner for his crazy rushdown crap.
C kaiser wave use for blasting iori fireball spammers or any fireballs at all. it's so damn quick.
ranbu super can be abused. it will beat alot of moves and safe against non grapplers after block I think. yes you can juggle after it hits also. saw krauser's ankle kick hitting.
his damn jumping cd is like shermie's but seems to be much faster and abusable.
think his standing cd is a good anti air like rugal's if anticipated. should be cancelable also.
lots of krausers being used..........blech
you can play keepaway and rushdown with him since he has so many tools. long range and fast normal pokes and turtle breakers
kick can really surprise ppl since it's so fast but it's bad when blocked.
,f+P good move for bringing someone closer to the corner.
,f+K switches sides so can put someone in the corner for his crazy rushdown crap.
C kaiser wave use for blasting iori fireball spammers or any fireballs at all. it's so damn quick.
ranbu super can be abused. it will beat alot of moves and safe against non grapplers after block I think. yes you can juggle after it hits also. saw krauser's ankle kick hitting.
his damn jumping cd is like shermie's but seems to be much faster and abusable.
think his standing cd is a good anti air like rugal's if anticipated. should be cancelable also.
lots of krausers being used..........blech
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Hmm don't see his main combo move posted here.
+K- He does two kicks. B version, he does it immediately from where he's standing. D version he leaps forward a bit.
BnB comboes are d.B>d.A> +B or c.C> +D
Does too much damage and is the real reason, imo, why he's so strong. Dunno if its punishable if you guard cancel roll behind him after the first kick.
+K- He does two kicks. B version, he does it immediately from where he's standing. D version he leaps forward a bit.
BnB comboes are d.B>d.A> +B or c.C> +D
Does too much damage and is the real reason, imo, why he's so strong. Dunno if its punishable if you guard cancel roll behind him after the first kick.
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Yeah Leg Tomahawk is an overhead. No idea about Kaiser Kick.
Also saw d.B>d.A>d.A> +B used as a BnB. I guess its better than comboing into +K because its a hard knock down and the +B has the tendency to miss the second kick from a certain distance.
Despite how it looks, Kaiser Wave doesn't snag jumping opponents who're at the top of the screen.
Close stand C misses against some crouching characters, so just use close stand D instead.
Edit:
According to the Wiki, the Kick Grab is 1 frame, while the Punch Grab is invulnerable. Guess that means that the Punch grab is slightly slower...
Also saw d.B>d.A>d.A> +B used as a BnB. I guess its better than comboing into +K because its a hard knock down and the +B has the tendency to miss the second kick from a certain distance.
Despite how it looks, Kaiser Wave doesn't snag jumping opponents who're at the top of the screen.
Close stand C misses against some crouching characters, so just use close stand D instead.
Edit:
According to the Wiki, the Kick Grab is 1 frame, while the Punch Grab is invulnerable. Guess that means that the Punch grab is slightly slower...