K' (XI)

Strats, combos, technical discussion.
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Post by cube » Sun Jun 19, 2005 19:33

r3v3n4nT wrote:u forgot to mention that it also doesn't have anti-newbie store unblockable anymore >_<
You are right, that's why his Heat Drive sucks in '03 . I used to love that move in '02

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Post by SonicTempest » Mon Jun 20, 2005 18:58

Anyhow, anyone else have ideas on how K' should be in XI?

Personally I'd like a return to an approximation of the KOF2000 version of K'...he was balanced enough without being bloody broken. Although I think it might be a bit farfetched to hope for something like that :|

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Post by cube » Wed Jun 22, 2005 23:58

I read that depending on what button you press to choose K' , he has different flame's color, i don't know if is a bug/glitch/error or something like that , but it looks interesting

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Post by Cascade » Thu Jun 23, 2005 07:36

I know that K was definately top tier, but considering that there were characters in the game like Duolon and Malin, I never wasted time complaining about him. Was he really that cheap? Sure his projectile is not laggy enough, and his Heaven's Drive has an inordinantly huge hitbox, but it's nothing that a few minor adjustments won't solve. I really don't want to see K go back to his old style of play.
I would like to see instead the new K', ie. simple gameplay, (I do play other characters that are more complex, but K in 2003 is sort of like "cruise control." Don't need to think that much.) with good fireball attacks, a better Second Shell that hasn't been nerfed, and retain the Air Trigger. (Make sure to get rid of the unblockable Ein Trigger glitch though.)
But the problems I saw with him were that the opponent should be able to duck under his standing D again, and that his air D shouldn't be so meaty and high-priority. His Heaven's Drive needs to have a smaller hitbox. His Heat Drive needs to become good again, you know, actually being able to hit without getting knocked out of it and all, evening the two supers out. And I think he could stand having a lower damage Chain Drive. Really the only serious problems I saw with K were that his D attacks were a bit too good, and that his ground fireball game was abusive. It was too fast; give the Ein Trigger followups more lag.

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Post by Xenogias » Thu Jun 23, 2005 14:00

I personally like K' more in 2003. I like the fact he has the air fireball because now I can release it after comboing into his f+lk (knee) cancel into air fireball to hit the enemy.

I play K' just for regular ground combos, sometimes (but rarely) when im pissed and I connect something that will combo in I will unleash his LDM.

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Post by cube » Thu Jun 30, 2005 02:40

Well , he was top tier in '03 , but i prefer a strong K', instead of a '02 version

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Post by Empyrian » Thu Jun 30, 2005 06:01

I feel the best K` is the 2k1 version. Universal qcb kick juggle rocks!

99's version sucked.
2000's version is scrub friendly + striker combos of doom.
2002's version is ok/balanced.
2003's version is scrub friendly + priority and damage of doom. ;p

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Post by Xenogias » Thu Jun 30, 2005 07:01

I agree with what you said about K' in '00, Those striker combos were awsome. I think the best striker (for me) was [Another] Iori & Rugal.

But im not trying to go off-topic here. With Rugal as my Striker I had K's fierce Dragon Punch -> SK. And before I kicked the enemy down I'd summon Rugal, Genocide Cutter back into the air, leap back and perform the same DP -> Kick move (this only works w/ the enemy cornered of course), and repeat.. I like [Another] Iori cause he stuns the enemy for a second with his kick, so before he slaps the enemy I run in to get that dragon punch :P

I also like to cross up enemy's with Another Iori. I jump over them and summon him, so then they get confused and think they are blocking the wrong way.

Anyway, yah.

I never played the original/arcade version of 2k, so im not sure if Rugal is automatically there as a guest striker. In the PS2 version I think hese unlocked on survival as well as [another] Iori. But im not 100% since I stopped playing 2k after 2k3.

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Post by Persona » Thu Jul 21, 2005 18:19

2K K' was the cheapest K' to ever be born. 4 frame d B into 100% combos? OMGWTF.
His Triggers in 2K were also on crack. If he could connect Chain Drives on juggled opponents, he would be the most perfect K' ever.

2K3 K' was the second cheapest K' ever mainly cuz he was SO VERY scrub friendly. You could probably beat people with only the D button with ease. He also has extra advantage in 2K3 due to the basic system. Not many chars can compete with K' in scrubbiness + effectiveness category so there you have it, 2K3 K'

2K2 K'. 2K and 2K1 made us spoiled with K'. Tone him down this much in 2K2 and who would even bother using him. Feels like an upgraded version of 99' K'.

2K1 K' seems right to me. Very powerful yet not cheap enough to be called cheap or broken. Has a whole load of new things going for him too. Extra attacks off his specials, new slide to pressure and combo, Chain Drive off juggled opponent, better options off Triggers, etc

99' K'................worst SNK hero ever? Even 99' Maxima could do better.

Nerf 2K3 K' to 2k1 standards in XI and we have ourselves a balanced K' :smile:

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Post by cube » Thu Jul 21, 2005 20:42

I though '99 K' was overpowered , and then nerfed in '00 .
Just like Ash, he's powerful in '03 , but it looks like he is not that good in XI

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Post by Persona » Fri Jul 22, 2005 14:20

Ya Ash is good and needs some toning down.

As for why 99' K' sucks.

-Too slow to be an offensive char
-Triggers are wayyyyyyy too slow. If people get hit by Second Shell, they deserve to get hit by a DM/SDM.
-Nothing connects off weak attacks other than his dp A. No Triggers, nadda. To add to that, his dp A wasn't that hawt either. Good thing they made it better in 2K.
-His normals are slow. Compare them to future KOFs and you will see
-His Chain Driver is almost completely useless. Sure, it goes through fireballs, but look at it's start up.
-Way more to list

Only thing he had going for him in 99' that isn't really presented in other years is his OMG scrubby jump D priority. Although 2K3 has a new type of omg scrubby jump D though.
His damage. C, f A, SDM = OMGWTF. But then again, he can't do much stuff from a poke and his attacks are slow, so you're not gonna be pulling that off so easily.

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Post by DropDeadEd » Thu Sep 01, 2005 21:04

Nifty insert:


A nice little chip combo , quick and punishes a crouching turtler:

short Jump - s.j
s.j, wk, dp+wp, cancel, do either qcf, hcb+ D or qcfx2 + FP 8)


I think this still works for K' in XI

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Post by SonicTempest » Wed Oct 26, 2005 16:02

From the latest match vids:
- DP+C is back to its old pattern of going across the full screen like before 2K3. The startup is 2K3-style though, i.e. fast.
- Air Trigger now acts like Yuri's 2K2 Raiouken, in that K' kicks the fireball forward while continuing to move forward. might be useful for pressure patterns? I heard it knocks down, though.

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Post by ~!T.T!~ » Thu Oct 27, 2005 10:00

ShadowSonic wrote:From the latest match vids:
- Air Trigger now acts like Yuri's 2K2 Raiouken, in that K' kicks the fireball forward while continuing to move forward. might be useful for pressure patterns? I heard it knocks down, though.
if it's safe on block like raiouken then I can smell *cough* CHEAP *cough*




and I agree with persona about k'.....in fact, all the k's......

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Post by cube » Thu Oct 27, 2005 18:22

I heard Air Trigger is kinda like Akuma air Hadoken , and yes ,it knocks down

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