K' (NGBC)
K' is weaker because the other characters are much stronger than ever...
But today, I get some nice results with him
He can press very good on the corner, never let the opponent escape, and he is also good in distance (random ein trigger, air trigger, narrow spike cancel etc...)
I really like the way he's playing in NGBC, and I really like the character simply
OWARI NI SURUSE
But today, I get some nice results with him
He can press very good on the corner, never let the opponent escape, and he is also good in distance (random ein trigger, air trigger, narrow spike cancel etc...)
I really like the way he's playing in NGBC, and I really like the character simply
OWARI NI SURUSE
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just some little things about k':
heat drive, air minute spike worked for me in the corner and only after a second shell ( A/C, D)....i tiger kneed it, but it could just be done after a normal jump
interesting thing with k' is he can crossup the opponent when their other character tags in after their partner dies.....what i do anyway is do an empty A/C, then back B.....works like a charm
no doubt k' is good, but he doesn't have as much as the top tiers to work with
heat drive, air minute spike worked for me in the corner and only after a second shell ( A/C, D)....i tiger kneed it, but it could just be done after a normal jump
interesting thing with k' is he can crossup the opponent when their other character tags in after their partner dies.....what i do anyway is do an empty A/C, then back B.....works like a charm
no doubt k' is good, but he doesn't have as much as the top tiers to work with
Like ~!T.T!~ I wasn't able to connect neither Minute Spikes (ground/air) after his 2qcf+P Super......Empyrian wrote:Try doing an air minute spike.
Now after finally having played the game I think the things already said about K' being good but others a lot better are true.
One more thing: How the hell connect his Chain Drive (qcf,hcb+AC) Super safely? I couldn't find any move to realiably cancel it from..... n.C/D, f+A xx ,hcb+AC didn't work at all for me.... Not even n.C (2) did?!?! O_o
--Blast
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Didn't see this posted here, but K' can chain his jump D> Air Minute Spike against airborne opponents.
Its simple, and good damage. The best part is that you can just hit the input for everything, and if the jump D didn't connect, the Minute Spike will not come out. I think its also his most damaging follow up for Second Shell if he has no levels.
Its simple, and good damage. The best part is that you can just hit the input for everything, and if the jump D didn't connect, the Minute Spike will not come out. I think its also his most damaging follow up for Second Shell if he has no levels.
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When opponent is in corner, stand C, A, D, +ACBlastrezz wrote:One more thing: How the hell connect his Chain Drive (qcf,hcb+AC) Super safely? I couldn't find any move to realiably cancel it from..... n.C/D, f+A xx ,hcb+AC didn't work at all for me.... Not even n.C (2) did?!?! O_oEmpyrian wrote:Try doing an air minute spike.
--Blast
after D, wait a millisec before doing the chain drive. If you do it too early it wont hit.
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I prefer K' here than his KOF2003 version, but the NeoWave version is still my favourite. Still, at least he has safer light combos now that his f+B cancel timing is a lot looser. The Chain Drive is unfortunately the 2003 version, so it's possible for the autocombo to miss even when the glasses hit. It was a real no-brainer in NeoWave. I still prefer the 2k2/NW ground Minutes/Narrow Spike, but his air Minutes Spike is a pretty good punisher against jumping opponents.
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just some things I found out while playing against Marco.....
k's actually one of marco's weaknesses, as I found out yesterday. when he's zoning with grenades, more times than none narrow spike will go under the D version and hit marco before the B version comes out, so you can keep on the pressure, and since whenever marco gets cornered he's screwed, this is heaps good against marco players........air trigger is also really useful to show marco that he's not the only one with a zoning game
it's more or less the fact that K' can move around the screen relatively well. other top tier characters (e.g. kim) can have problems getting in and staying there, since the E counter pushes them back full screen
i also found that heat drive can also go through grenades, though with less effectiveness
k's actually one of marco's weaknesses, as I found out yesterday. when he's zoning with grenades, more times than none narrow spike will go under the D version and hit marco before the B version comes out, so you can keep on the pressure, and since whenever marco gets cornered he's screwed, this is heaps good against marco players........air trigger is also really useful to show marco that he's not the only one with a zoning game
it's more or less the fact that K' can move around the screen relatively well. other top tier characters (e.g. kim) can have problems getting in and staying there, since the E counter pushes them back full screen
i also found that heat drive can also go through grenades, though with less effectiveness
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In the corner:Blastrezz wrote:
One more thing: How the hell connect his Chain Drive (qcf,hcb+AC) Super safely? I couldn't find any move to realiably cancel it from..... n.C/D, f+A xx ,hcb+AC didn't work at all for me.... Not even n.C (2) did?!?! O_o
--Blast
- From a close standing C (both hits)
- s.C,qcf+A,f+D, Chain Drive
- +C(2nd hit)xx Chain Drive
In the open:
- +C(2nd hit)xx Chain Drive
- s.C(1 hit)/s.D,f+A,minuet spike(whiff),narrow spike xx Chain Drive
*Note : The minuet spike and narrow spike have to be the D versions otherwise it wont work
Thank you.ismael01866 wrote:In the corner:Blastrezz wrote:
One more thing: How the hell connect his Chain Drive (qcf,hcb+AC) Super safely?
- From a close standing C (both hits)
- s.C,qcf+A,f+D, Chain Drive
- +C(2nd hit)xx Chain Drive
In the open:
- +C(2nd hit)xx Chain Drive
- s.C(1 hit)/s.D,f+A,minuet spike(whiff),narrow spike xx Chain Drive
*Note : The minuet spike and narrow spike have to be the D versions otherwise it wont work
Now that I got the game on PS2 I can play test more, above all in Practice and I found NGBC's K' to be a bad reflection of himself. In my opinion KoF2k2 K' was best and most balanced K' ever. NGBC's K' has so many of his trademark moves and patterns dimmed out of him..... :-/
--Blast
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