Command moves:
- One Inch
Special moves:
- Ein Trigger EX
-> - Second Shoot
-> - Second Shell
-> - Blackout
- Crow Bites
-> - Additional Attack (after version only)
- Blackout
- Minutes Spike
-> - Narrow Spike
(in air) - Mid-air Minutes Spike
DMs:
- Heat Drive
- Chain Drive (has an EX version)
NeoMAX DM:
- Hyper Chain Drive
Console Changes
*EX Ein trigger > 2nd shoot properties have been changed. The projectile hits twice and gradually increases in speed.
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger – includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.
Producer Yamamoto says: Although there are several nerfs, it is possible to score extra damage using air minute spike and the special hit properties on chain drive which was not possible in the arcade. You’ll be able to make up for the nerfs by jumping on chances to aggressively score additional damage. Worthy of special mention – EX 2nd shoot has been changed. It was often used to zone, but can now be used to gain the initiative from long distance.
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger – includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.
Producer Yamamoto says: Although there are several nerfs, it is possible to score extra damage using air minute spike and the special hit properties on chain drive which was not possible in the arcade. You’ll be able to make up for the nerfs by jumping on chances to aggressively score additional damage. Worthy of special mention – EX 2nd shoot has been changed. It was often used to zone, but can now be used to gain the initiative from long distance.
Other notes:
- Normal moves seem to be based on his pre-2K3 version. CD attack is from the XI version.
- EX Crow Bites is basically his old Heaven's Drive DM.
- down B cancellable.
- f+A guard crushes apparently?
Updated 7/6.
Basic Strategy
--> to throw fireballs
--> when you think they are going to jump --> K
when you think they will roll in, just do without any follow up, so you're free to attack with c or whatever
Spam c when anyone gets too close, as you can combo this
Fwd for overhead fun
Advanced
--> --> , (the narrow spike sliding kick won't hit)--> ,
Use to trip up advancing opponents as it hits low, follow with C, D
After knockdown, use hop B to attack and pressure them into the corner, stand a pace away and spam A etc
--> to teleport next to them and throw/combo
Empty hop and c combo
--> --> , (the narrow spike sliding kick won't hit)--> , HD Cancel into x2 or (not sure if this is bufferable yet)
Setups
Standing right in front of opponent, hit with c B, then hop with B. If your opponent is still crouching because they're afraid of getting hit by K''s fast c Bs, they'll get crossed up and you can combo as you wish
- EX Crow Bites is basically his old Heaven's Drive DM.
- down B cancellable.
- f+A guard crushes apparently?
Updated 7/6.
Basic Strategy
--> to throw fireballs
--> when you think they are going to jump --> K
when you think they will roll in, just do without any follow up, so you're free to attack with c or whatever
Spam c when anyone gets too close, as you can combo this
Fwd for overhead fun
Advanced
--> --> , (the narrow spike sliding kick won't hit)--> ,
Use to trip up advancing opponents as it hits low, follow with C, D
After knockdown, use hop B to attack and pressure them into the corner, stand a pace away and spam A etc
--> to teleport next to them and throw/combo
Empty hop and c combo
--> --> , (the narrow spike sliding kick won't hit)--> , HD Cancel into x2 or (not sure if this is bufferable yet)
Setups
Standing right in front of opponent, hit with c B, then hop with B. If your opponent is still crouching because they're afraid of getting hit by K''s fast c Bs, they'll get crossed up and you can combo as you wish
Before we start, K' has a few shortcuts that will help with all his trials. In HD mode he can +A into +C by inputting +A~C. This also work with his into +B/D.
3. During f+A, you basically canceling his +B~qcb+B in quick succession so only the slide comes out and counts as apart of the combo. Basically buffering the move.
5. I do ~b+BD to get instant air +BD. Some timing is required to get it at maximum height. If done right you will link the DM.
6. To get 2x f+A you have link them ASAP. I always double tap my f+A as for me it comes out consistently. You have to do the second f+A as soon as the first one finishes. If done right, you wont see K' move and it will look like a smooth animation between the first and second f+A. The second hard part some might find is the into +AC. You have to do the fairly low or the +AC will whiff. Do ~f+A then ~uf+AC~f+D. If you do just +AC you will get DM, so you have to do the 'uf' to nullify it. The last f+A has to be delayed slight or else it will whiff. This combo will really test your execution skills.
8. I run slightly after the +AC~f+D as it helps land the sC easier, but you dont have to. Once you press sC into BC be ready to input ~b+BD to continue the combo. You could also do ~ub+BD if you like but that can make to you too high and ruin the combo.
9. Delay the f+A slightly so you can link the +D.