Dinosaur |
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TEAM Mexico |
General
Summary:
Buffed in speed since the first version, the King of Dinosaurs can hold his own with an guard point throw and an amazing poke. If he gets in close, the opponent is going to panic, as KOD is one of the grapplers with an overhead, and safe jumps! His only downfall is a confident opponent with a good anti air, and zoning fireball play.
Best Position:
Mid
Best Tools:
- cr A
- qcf A
Misc:
Is totally not the heel persona of the wrestler Tizoc/Griffon from Garou: Mark of the Wolves
Normals
LP “Light Punch”
- Crouch : cancels
- Stand :
- Far :
- Hop :
- Jump : same
Notes: cr LP x 2, hcb LP nice and easy. Standing far LP doesn’t cancel sadly.
LK “Light Kick”
- Crouch : chains into LP
- Stand :
- Far : Combos into ZMH at almost full range
- Hop :
- Jump : same
Notes
HP “Heavy Punch”
- Crouch : guard point, great anti air, causes juggle!
- Stand : guard point
- Far : super cancellable
- Hop : Lovely oppressive looking attack
- Jump : same
Notes: buffer qcf x2 HK every time you reach out with far HP 🙂
HK “Heavy Kick”
- Crouch :
- Stand : Slower than stand HP, but hurts more.
- Far :
- Hop :
- Jump : same
Notes: For some reason, j HP > HK > fwd LP > hcb x2 HP combos but HP > fwd LP > hcb x2 P does not… go figure
HPHK “CD Blowback”
- Stand:
- Air:
Command Normals
LP “name”
- Overhead
- Cancel into super only
- Can hit airborne opponents – techable
- Not enough guard point to beat Iori’s dp C
LP “name”
- Almost useless
- Hit box in air only, does not hit standing opponent
- If you can pre-emptively see opponent jumping go for it!
- causes juggle
- guard point
- Follow with QCF P
Specials
K “Giga Copyra” [EX]
- Poke/anti/counter/grab
- OTG
- use after knockdowns in corner
- Fast recovery
- Has guard point on final frames, not first!
Notes:
K “name” [EX]
- qcf LK
good for hop attack mixups
Not good for opp with good hearing
Can’t hit crouching opp
Can’t hit jumping opp - qcf HK
Can’t hit crouching opp
Can’t hit jumping opp
Maybe good for clearing distance - qcf KK
Hits crouching opponent
doesn’t make difference if opp jumps on reflex anyway
P “Ankylo Hammer” [EX]
- Poke
- nice hit box, can catch jumpers
- Either hit cancels
- 2 hits (can break after 1st)
- HP qcf LP will whiff 3rd hit, so break or use qcf 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 > qcf PP > end
Mid screen > climax
Corner > giga (as he turns around)
P “Zets Metsu Hurricane” [EX]
- Poke
- LP Grab to be used in combos and quick grabs
- LP has no range!
- HP v has guard points and more range
- Use HP as a counter
- EX ver is extremely fast and has more range
Cr A x3, EX no problem
Supers & Climax
x2 K “Dinner for Dinosaurs”
- SDM = “Dinner Time!”
- Runs forward, biting
- Can juggle
- Max version ends with a rolling kick
x2 P“Super Zetsmetsu Hurricane”
- Hcb x2 p
- Running grab
- Very fast
- Can be used in fake combos as long as opponent doesn’t jump
- Max version is maybe 1 frame or 2
Climax
x2 KK “name”
- Lunging upper
- Against an opponent with no match up experience, you can use this to bait the opponent to jump
- (because they think it’s a grab, and so upon jumping, they get hit)
Best Combos
Combos
– cr -> cr ->
114 damage if you are unlucky enough to hit; your guard pressure string. Since it’s meant to be blocked, feel free to sometimes change the move for the version, since that one you can break in the second swing rather than the first.
– cr . B -> cr ->
197 damage, if we exaggerate, you can say that it hurts almost as twice as the previous move, learn to hit confirm this.
– cr -> cr -> (first hit) -> super cancel ,
323 damage, the easiest one gauge you can use. Damages more than super cancelling with the other DM.
(optional) j > D > fwd > x2 P combos but > fwd > x2 P does not. Go figure. Stand D hurts more too.
– cls . C -> -> Max mode -> cls -> Qcf -> Qcf ->
Inconsistent damage since the second EX sometimes hits twice and sometimes 3 times. It won’t work close to the corner and it won’t work too far from the corner, pif. Does slightly more damage than a super cancel with 1 gauge.
CD > Wall bounce > A, B
Yup, you need to be close.
There are some possibilities with back B but you need to make a really early read and then go into max mode and it’s just not worth it…. so far.
Best (some unrealistic but cool) combo video so far
Strategy
– far -> Zetsmetsu Hurricane
+ A far range punish, it still has quite the importance because against some mistakes you still can dash enough to do more meaty stuff. Crouching C -> command throw also incrases the throw range a good chunk and is good in many opportunities; specially since you are supposed to be dashing first.
– cr B -> cr A -> A (1 hit) -> x2 + B -> + B
Standard post jump attack move.
– close standing C -> C -> break -> crouching C -> A (misses) -> break
Corner only, the only decent way to use your breaks and sort of create options, does look scary the first couple times….. before turning completely harmless once the enemy understand those 2 reactions that counter pick all of your options.
– cr B -> cr A -> MAX Mode activation -> close standing C -> A+C -> C -> Climax
The only Max mode combo that I could get that works on any place of the screen; though sometimes the C hits once or twice, in that case you need to change slightly the timming of the super cancel.
– close standing C -> + A -> MAX Mode activation -> CD -> crouching A x2 -> A (1 hit) -> dinner time -> Climax.
Only corner and unrealistic in your dreams combo. Leaving the enemy standing after a CD with KoD is hellish in difficulty (and easy as pie with other characters).
– close standing or far standing D or crouching D -> delay -> + BCD
Waste of a gauge, but sometimes someone stupid enough will get killed by this one, I have used it a few times to ensure a straight victory against guys with no reflex nor kof experience.
…… And, that’s for about it? using 2 bars is not worth it (only like 40 more damage than a single bar combo) and using 4 or 5 in a combo is worthless compared to other characters.
MAX MODE
If you have meter to spare, go into MM and try to bait opponent into a whiff, then punish with PP; it’s really fast. Not as fast as Ramon’s but good enough!
– cr -> cr ->
114 damage if you are unlucky enough to hit; your guard pressure string. Since it’s meant to be blocked, feel free to sometimes change the move for the version, since that one you can break in the second swing rather than the first. Most of the time you’ll be at a range where you need to brake the or else you’ll eat a retaliation due to the whiffed second hit.
– cr . B -> cr ->
+ 197 damage, if we exaggerate, you can say that it hurts almost as twice as the previous combo, learn to hit confirm this; unfortunately since the thow lacks range big time; this is mostly post cross over combo.
– close standing -> -> break -> crouching -> (misses) -> break
+ Normally, corner only; the only decent way to use your breaks and sort of create options, does look scary the first couple times….. before turning completely harmless once the enemy understand those 2 reactions that counter pick all of your options. For pure damage, you could use the crouching D instead of the C, which hurts a whole 10 more and makes this combo full screen compatible (I bet that made your heart skip a beat), sadly it hurts less than strong attack -> hurricane. Oh, and far should hit everywhere as well, allowing for some options midscreen? Not work the risk, though.
– CD -> Dashing Roll ->
+ 177 damage, YOU FINALLY CAN DO SOMETHING FROM A WALL SPLAT CD!!!!
– CD -> far ->
+ 220 damage, corner version of the previous one that you can do almost at max CD distance.
– cr -> cr -> (first hit) -> super cancel ->
+ 323 damage, the easiest one gauge you can use; Damages way more than super cancelling with the throw DM.
– CD -> crouching -> (first hit) -> super cancel ->
+ 331 damage, corner version of the previous one that you can do almost at max CD distance. A little bit closer and you can do cr -> cr instead of a single jab, which is apparently easier in timming.
– cr -> cr.A -> Max mode -> cls -> Qcf ->
+ The basis of the basis of the no gauges combos, it hurts less than the other options, but it will work if the enemy is cornered (great options there) or if you are cornered (not great options there).
– cr -> -> Max mode -> cls -> Qcf -> Qcf ->
+ Inconsistent damage since the second EX sometimes hits twice and sometimes 3 times. Rather than a slow but damaging strong attack activation, is much better to train oneself to do crouching -> -> Max mode. BTW, this combo won’t work sticking to the corner and it won’t work too far from the corner, pif. Does slightly more damage than a super cancel with 1 gauge; the interesting thing about this combo and that pushes you to use this more is that you have mix up options, I’ll detail them bellow…
– cls . C -> -> Max mode -> cls -> Qcf -> Qcf -> (break) -> cls
+ One of the mix ups from the previous one which is pretty good if you want to fish for a Justice Hurricane. Additionally you could not do the break for the hard knock down and aim for a safe jump (which is also another micro universe of baiting for the hurricane). ADDITIONALLY, a GREAT “shoshinsha goroshi / begginer killer” version of this one when starting close to the corner you do the second EX and it won’t leave the enemy cornered; then after that you go for the cross up (will work the first few times) or go for the cross over empty jump & the hurrican (will work a few more times after the first ones) or instead do an ambiguous by the front (can work plenty of more times). I got a bunch of complains from my husbandos when I understood total the logic behind these possibilities, shoshinsha goroshi indeed.
– cr -> cr -> MAX Mode activation -> close standing -> -> (only second hits) -> Climax
+ Weak as hell, but it’s the only Max mode combo that I could get that works on any place of the screen outside a simple ground based super cancel. BTW,sometimes the C hits once or twice, in that case you need to change slightly the timming of the super cancel.
– close standing -> + -> MAX Mode activation -> -> crouching x2 -> Qcf (1 hit) -> Dinner Time -> Climax.
+ Only corner and unrealistic in your dreams combo; you are better of using more traditional options.
…. I still think that he is bad, but there are a lot of other characters in the cast are in the same boat, additionally he has plenty of options at being bad, which can make for fun past times.
Strategy
Best Practice:
- Attack with crouch LP
- Harass with qcf P + break
- Kill autopilot combos with ZMH
- Use the safe jumps after ZMH or qcfx2 K
- Punish everything with stand LK
- Smash everything with far HP
- Break guard with overhead into super
- Destroy jump ins with crouch HP and always follow with claw or overhead and be ready to cancel into super
A > B will buffer claw into super.
- Use cr B cr A A B > climax if needed
Sit, cr C > A > B > climax if needed - Make good reads and cancel far stand C into Dinner Time (qcfx2 K)
- cr A blocked twice then go for a crossup with jump C
Video
Check out this 9 part tutorial on KOD by Inferno Kong
Setups
- Giga Copyra to Raptor
is just like Clark’s elbow, it can give you some setups:
Note this setup is useless against an anti air.
after midscreen: D, then hyper jump crosses up, normal jump won’t.
- Dinner Time safejumps
After x2 it seems KOD has some nice safe jumps! Iori’s dp is 4Frames, and as you’ll see, his dp A is not invincible 🙂
Dinner Time > cr LP > normal jump
You can do the same with cr LK, hop
Diz discovered that KOD’s grab has upper invincibility!!
Essential watching
Unsorted Tech
Punish Shun
Punish shuns qcb+A w. KOD #PS4share #kofxiv #kof14https://t.co/0Z5ZiWXEeT pic.twitter.com/LxLUJOneIt
— diz @ KOF98UMFE is a splendid game (@diz0603) July 26, 2016
Frame Data