Chaos Code/NSC/Kudlak-Sin: Difference between revisions

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[[image:profile-kudlak.png|180px|right|]]
[[image:profile-kudlak.png|180px|right|]]
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=Story=
==Story==
 
'''Kudlak-SIN''' <br> '''『クドゥラック-SIN』'''


Kudlak comes from a long line of magicians and is the last to know the secret of magic (if you ignore all the other characters who are magic). When growing up kudlak lost interest in magic and pursued science and technology instead, but then he decided to go back to magic and now he wants to use the unlimited power of the Chaos Code to make the world worse as revenge for... something.
Kudlak comes from a long line of magicians and is the last to know the secret of magic (if you ignore all the other characters who are magic). When growing up kudlak lost interest in magic and pursued science and technology instead, but then he decided to go back to magic and now he wants to use the unlimited power of the Chaos Code to make the world worse as revenge for... something.


=Playstyle=
==Playstyle==
'''Health''' : 27500 '''Stun Threshold''' : 75
'''Health:'''  27500       '''Stun Threshold:''' 75


Kudlak is a character that specializes in zoning tactics. He can summon sacrificial dolls to aggressively control space, act as shields, or hinder the opponent's approach. He also has access to tools that are just not anywhere else in the game, like a jumping low, stealing meter/health, and a guard cancel.
Kudlak is a character that specializes in zoning tactics. He can summon sacrificial dolls to aggressively control space, act as shields, or hinder the opponent's approach. He also has access to tools that are just not anywhere else in the game, like a jumping low, stealing meter/health, and a guard cancel.


=Run vs Step=
===Mobility (Run vs Step)===
 
 
'''Run''' : Run is the most common bounce, simply because Kudlak doesn't really benefit from the step cancels. His pressure is geared more towards pushing the opponent away than trying to get in
 
 
'''Step'''
 
= Move List =
 
==Normal Moves==
 
{| border="0" cellspacing="2" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3">5A - </font>  ''' '''Damage''' : 300                                '''Stun''' : 2
 
Kudlak snaps his left fingers, creating a red glowing slash that is his jab. Minimal damage, sweep range (fantastic for a neutral jab). Can be cancelled into any neutral and crouching normal.
 
 
|-
| width="" | ''' <font size = "3">5B - </font>  ''' '''Damage''' :  300                              '''Stun''' : 2
 
Kudlak snaps his right fingers to summon a zombie that attacks with its arms from the ground. This move is a standing low that reaches to the kneecap, low damage. 5C, 5D, 2C, 2D cancellable.
 
 
|-
| width="" | ''' <font size = "3">5C - </font>  ''' '''Damage''' :  700 + 700                                  '''Stun''' : 3 + 3
 
A bigger version of 5A in the form of an intertwined red wave. High damage, can be used as an anti-air because of its large rectangular hitbox. 2 hits with decent recovery.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">5D - </font>  ''' '''Damage''' :  500 + 800                                '''Stun''' : 5 + 6
 
Kudlak summons two zombies that lunge into the opponent and knock them down fullscreen when midscreen and wallsplats in the corner. Even though the zombies appear on a height from the waist upward, they can hit crouching opponents too. Slightly lower damage than 5C, 2 hits.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A - </font>  '''  '''Damage''' : 300                                '''Stun''' : 2
 
A zombie comes off the ground, stabbing the opponent with his drill on his hand. Fast startup, slightly shorter range than 5A, but has the same damage. 5B, 5C, 5D, 2B, 2C, 2D cancellable.
 
 
|-
| width="" | ''' <font size = "3">2B - </font>  ''' '''Damage''' : 400                                '''Stun''' : 2
 
Same zombie attack with a diagonal upward drill this time. Small range, same range as 5B. 5C, 5D, 2C, 2D cancellable.
 
 
|-
| width="" | ''' <font size = "3">2C - </font>  ''' '''Damage''' :  1300                            '''Stun''' : 4


Kudlak does an upward slash, almost like an uppercut. Similar horizontal range and damage as 5C. Mediocre startup with slow recovery but its range is useful for situational anti-airs. 5D, 2D cancellable.
'''Run:''' Run is the most common bounce, simply because Kudlak doesn't really benefit from the step cancels. His pressure is geared more towards pushing the opponent away than trying to get in


'''Step:'''
==Extra Move Selection==
Kudlak's extra moves are all crazy strong and do things a chaos code character shouldn't be able to do. He doesn't have any real obvious holes in his toolset either, so you're really just free to pick any 2 that you think are good. Of the 4 Atonement is the only one that doesn't really stand out, but it has it's uses.
===Recommended Sets===
'''Surrender & Envy'''
Surrender drains meter from the opponent & can be used as a mix-up on it's own. Envy is a jumping low. Together they can create situations where an opponent has to guess high/low/throw and on 2 out 3 of those situations they lose a chunk of meter. Kudlak also doesn't need any extra moves for exceed combos thanks to Weep, so you can create situations where you win round 1, have a big stock of meter, and you opponent has nothing because you stole all their resources. Very good position to be in.


|-
'''Envy & Doubt'''
| width="" style="background:#E8E8E8;"|''' <font size = "3">2D - </font>  ''' '''Damage''' : 1400                                '''Stun''' : 6
Doubt gives guard cancels and, on it's own can enable extended pressure or combo strings thanks to the fast recovery. This can help Kudlak escape bad situations and Envy can help create openings.


A zombie appears from the ground, hugs the opponent’s feet, causing a knockdown. Mediocre startup with fast recovery, its range is the same length as the Chaos gauge
'''Surrender & Doubt'''
Same as the above but with Surrender. The situation of canceling into Doubt off of a normal that hits the opponent standing is a very good one for surrender, either tic throwing into it or comboing into it. It's not a use of meter that would be good for most characters, but because Doubt's guard cancel stocks last forever it's not really a waste if you didn't have them up.


==Move List==
''Click on a header to expand that section of the movelist''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Normal Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Normal Moves</font> ===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData |image=MG5A.png |name=5A |data= {{AttackData-CC
|damage=300 <br> 2 stun|guard=High/Low |cancelable= yes |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description =Kudlak snaps his left fingers, creating a red glowing slash that is his jab. Minimal damage, sweep range (fantastic for a neutral jab).
}} }}


|-
====== <font style="visibility:hidden" size="0">2A</font> ======
| width="" | ''' <font size = "3">j.A - </font>  ''' '''Damage''' : 600                                '''Stun''' : 2
{{MoveData |image=CC_KU_2A.png |name=2A|data= {{AttackData-CC
  |damage=300 <br> 2 stun|guard=High/Low |cancelable= yes |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description =A zombie comes off the ground, stabbing the opponent with his drill on his hand. Fast startup, slightly shorter range than 5A, but has the same damage.
}} }}


Mid-Air version of 5B with the zombie reaching horizontally and closer to Kudlak. Fast, same damage as 5A. The horrible vertical hitbox and great horizontal hitbox makes this only useful in air-to-air situations
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData |image=CC_KU_5B.png |name=5B |data= {{AttackData-CC
|damage=300 <br> 2 stun|guard=High/Low |cancelable=Yes |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description = Kudlak snaps his right fingers to summon a zombie that attacks with its arms from the ground. This move is a standing low that reaches to the kneecap, low damage.
}} }}


====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=CC_KU_2B.png |name=2B |data= {{AttackData-CC
|damage=400 <br> 2 stun |guard=Low |cancelable=Yes |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description =Zombie attack with a diagonal upward drill this time. Small range, same range as 5B.
}} }}


|-
====== <font style="visibility:hidden" size="0">5C</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.B - </font> ''' '''Damage''' : 500                                '''Stun''' : 2
{{MoveData |image=CC_KU_5C.png |name=5C |data= {{AttackData-CC
|damage=700+ 700 <br> 3+3 stun |guard=High/Low |cancelable=Yes |chprop=Stagger
|startup=- |active=- |recovery=- |frameadv=-
  |description =A bigger version of 5A in the form of an intertwined red wave. High damage, can be used as an anti-air because of its large rectangular hitbox. 2 hits with decent recovery.
}} }}


Similar to j.A, but this time the zombie reaches diagonally downwards. Unlike jA, this move is awesome for jump-ins and IAD approaches, and is also a great combo filler.
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData |image=CC_KU_2C.png |name=2C |data= {{AttackData-CC
|damage=1300 <br> 4 stun |guard=High/Low |cancelable=Yes |chprop=Stagger
|startup=- |active=- |recovery=- |frameadv=-
|description =Kudlak does an upward slash, almost like an uppercut. Similar horizontal range and damage as 5C. Mediocre startup with slow recovery but its range is useful for situational anti-airs.
}} }}


====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData |image=CC_KU_5D.png |name=5D |data= {{AttackData-CC
|damage=500+800 <br> 5+6 stun |guard=High/Low |cancelable=No |chprop=Stagger
|startup=- |active=- |recovery=- |frameadv=-
|description =Kudlak summons two zombies that lunge into the opponent and knock them down fullscreen when midscreen and wallsplats in the corner. Even though the zombies appear on a height from the waist upward, they can hit crouching opponents too. Slightly lower damage than 5C, 2 hits.
}} }}


|-
====== <font style="visibility:hidden" size="0">2D</font> ======
| width="" | ''' <font size = "3">j.C - </font''' '''Damage''' : 800                                '''Stun''' : 4
{{MoveData |image=CC_KU_2D.png |name=2D |data= {{AttackData-CC
|damage=1400 <br> 6 stun |guard=Low |cancelable=No |chprop=Launch
  |startup=- |active=- |recovery=- |frameadv=-
|description =A zombie appears from the ground, hugs the opponent’s feet, causing a knockdown. Mediocre startup with fast recovery, its range is the same length as the Chaos gauge
}} }}


Similar to j.B, but with two zombies. The hitbox is not wide, but taller. Same frame speed as j.B, causes less damage than 5C.
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData |image=CC_KU_jA.png |name=j.A |data= {{AttackData-CC
|damage=600 <br> 2 stun|guard=High |cancelable=Yes |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description =Mid-Air version of 5B with the zombie reaching horizontally and closer to Kudlak. Fast, same damage as 5A. The horrible vertical hitbox and great horizontal hitbox makes this only useful in air-to-air situations
}} }}


====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData |image=CC_KU_jB.png |name=j.B |data= {{AttackData-CC
|damage=500 <br> 2 stun |guard=High |cancelable=Yes |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description =Similar to j.A, but this time the zombie reaches diagonally downwards. Unlike jA, this move is awesome for jump-ins and IAD approaches, and is also a great combo filler.
}} }}


|-
====== <font style="visibility:hidden" size="0">j.C (together)</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.D - </font>  ''' '''Damage''' : 500 + 500 + 966 (1000 without scaling)                              '''Stun''' : 3 + 3 + 7
{{MoveData |image=CC_KU_jC.png |name=j.C |data= {{AttackData-CC
  |damage=800 <br> 4 stun |guard=High |cancelable=Yes |chprop=Stagger
|startup=- |active=- |recovery=- |frameadv=-
|description =Similar to j.B, but with two zombies. The hitbox is not wide, but taller. Same frame speed as j.B, causes less damage than 5C.
}} }}


Similar to j.A, but with two zombies for a 3 hit air normal. The new upper zombie adds more reach to the attack. This could be considered as Kudlak-Sin’s widest normal.Last hit knocks the opponent back. Great damage and Stun for a normal move.
====== <font style="visibility:hidden" size="0">j.D (together)</font> ======
{{MoveData|image=CC_KU_jD.png|name=j.D|data= {{AttackData-CC
|damage=500 + 500 + 1000 <br> 3 + 3 + 7 stun |guard=High |cancelable=Yes |chprop=Stagger
|startup=- |active=- |recovery=- |frameadv=-
|description =Similar to j.A, but with two zombies for a 3 hit air normal. The new upper zombie adds more reach to the attack. This could be considered as Kudlak-Sin’s widest normal.Last hit knocks the opponent back. Great damage and Stun for a normal move.
}} }}
</div> </div>


|-
<div class="mw-collapsible mw-collapsed"> <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Command Moves</b></font></center></div>
|}
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Command Moves</font> ===
====== <font style="visibility:hidden" size="0">6B</font> ======
{{MoveData|image=CC_KU_6B.png|name=Betray|input=6B|data= {{AttackData-CC
|damage=800 <br> 2 stun |guard=High |cancelable=Yes |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description=A zombie appears on sweep range that pushes the enemy on Kudlak’s side (if it hits).
}} }}


==Command Normals==
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData|image=CC_KU_Throw.png|name=Throw|input= 5/6AC|data= {{AttackData-CC
|damage= |guard=Throw |cancelable=No |chprop=
|startup=5f |active=- |recovery=- |frameadv=-
|description= Ground throw
}} }}


====== <font style="visibility:hidden" size="0">6C+D</font> ======
{{MoveData|image=CC_KU_6CD.png|name=Guard Break|input= 6CD|data= {{AttackData-CC
|damage= |guard=Guard Break |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Guard Break
}} }}


''' <font size = "3">Betray (6B): </font> ''' '''Damage''' :  800                              '''Stun''' : 2
====== <font style="visibility:hidden" size="0">C+D</font> ======
{{MoveData|image=CC_KU_CD.png|name=Tactical Guard|input= CD|data= {{AttackData-CC
  |damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
  |description= Parry
}} }}


A zombie appears on sweep range that pushes the enemy on Kudlak’s side (if it hits). Can be cancelled into any Ultimate / Destruction Chaos.
====== <font style="visibility:hidden" size="0">A+B</font> ======
 
{{MoveData|image=CC_KU_AB.png|name=Roll|input= CD|data= {{AttackData-CC
==Special Moves==
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Roll
}} }}
</div> </div>


<div class="mw-collapsible mw-collapsed"> <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Special Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Special Moves</font> ===
Note : Unless stated otherwise, Kudlak can never have two dolls of the same type on the screen at the same time. Most of them have a cooldown period before disappearing that must be taken into account.
Note : Unless stated otherwise, Kudlak can never have two dolls of the same type on the screen at the same time. Most of them have a cooldown period before disappearing that must be taken into account.
====== <font style="visibility:hidden" size="0">236X</font> ======
{{MoveData|image=CC_KU_236X.png|name=Houzankou|input=236X|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description =The Maw. Kudlak summons a zombie torso that opens up to bite the opponent at a set range. Each version summons the maw increasingly far away, with A being the closest at ~1 character length and D being the furthest at ~4 character lengths. Punch maws (A and C) push the opponent away on hit and kick maws (B and D) bring them in. There's a cooldown after summoning a maw where you can't summon another of that type (punch/kick) for a little bit, however there is no cooldown on EX Maw. There are 2 EX versions of this move, both summon a zombie that grabs and then explodes. A+C summons this zombie in between the ranges of B and C, B+D summons this zombie in between the ranges of C and D.
}} }}


{| border="0" cellspacing="5" width="100%"
====== <font style="visibility:hidden" size="0">22K</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">Bubble - 236A/B/C/D </font>  
{{MoveData|image=CC_KU_22K.png|name=Weak|input=22K|data= {{AttackData-CC
 
  |damage= |guard=High/low |cancelable=- |chprop=
'''Damage''':  2500 ('''EX''' : 1200 + 1200)    '''Stun''': None
  |startup=- |active=- |recovery=- |frameadv=-
 
  |description =The Floater. Moves across the ground, B version goes slow, D version goes faster, EX version goes very slow and has more hitstun. The EX version also has a strange property where setting it can trigger proximity guard if you're close enough, however none of the floaters trigger proximity guard when their hotboxes are actually active, including EX.
Kudlak summons a zombie torso that claws at the opponent at a set range
}} }}
 
*'''A version''' : Summons the torso at one character's length from Kudlak : repells the opponent on hit
 
*'''B version''' : Summons the torso at two characters' length from Kudlak : sucks the opponent back on hit
 
*'''C version''' : Same as A version, but at three characters' length
 
*'''D version''' : Same as B version but at four characters' length (roughly fullscreen)
 
*'''EX version A+C ''' : Summons A then C version. If the first hit connects, chances are that it will combo into the second hit
 
*'''EX version B+D ''' : summons D then B version. If the first hit connects, chances are that it will combo into the second hit
 
 
|-
| width="" | ''' <font size = "3">Weak - 22B/D </font>  '''
 
*'''B version'''  : Summons a swimming zombie torso that doesn't hit but pushes the opponent back. useful for positioning when used with Bubble and Passion. Does not have a EX version.
 
*'''D version''' : Same as B version, but the zombie goes faster.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">Passion - 214B/D </font>  '''
 
'''Damage''' :  2500 ('''EX''' : 2000)                              '''Stun''' : 5 ('''EX''' : 4)
 
Summons a zombie-like doll that walks forward. Once the opponent is in range, the doll "explodes" and releases spikes from his torso. If the doll doesn't detect anything after having walked for a while, it explodes on its own
 
*'''B version''' : The doll walks forward slowly
 
*'''D version''' : Same as the D version but faster
 
*'''EX version''' : The doll goes as fast as D version, but appears faster, stays on the screen longer, and wallsplats the opponent upon contact. It also has an hitbox just when it appears, so you can use this first hit in combos or as a ghetto defensive tool. Has a longer cooldown period than the normal version.
 
 
|-
| width="" | ''' <font size = "3"> Misanthropy - 214A/C </font>  '''
 
'''Damage''' : '''A''' : 2752 '''C''' : 3435  '''EX''' :  3380                            '''Stun''' : '''A''' : 8  '''C''' : 18 '''EX''' : 13
 
Kudlak dashes forward before slashing at the opponent with his hand.
 
*'''A version''' : Kudlak dashes forward (about two characters' length) before slashing.
 
*'''C version''' : same as A version but dashes at about three characters' length before slashing. Slower startup, but juggles grounded opponents on hit.
 
*'''EX version''' : C version with an additional hits that grants a hard knockdwown. It is possible to pick the opponent from the little ground bounce for a combo
 
 
 
|-
| width="" |''' <font size = "3">Confession - 623A/C (air OK) </font>  ''' 
 
'''Damage''' : 2500 ('''EX''' : 1000 + 2000)                                '''Stun''' :  6 ('''EX''' : None)
 
Kudlak summons a stationary doll in front of him. A and C version are roughly the same.
crumples grounded opponents and makes them enter a freefall state on air hit(works like Tactical Guard).
 
*'''EX version''' : The doll hits once when it appears and then performs the stab automatically. Unlike the two other versions, It's not useful for zoning, but is a staple in most of Kudlak's BnBs
|-
|}
 
==Extra Specials==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Surrender - 632146B/D </font>  '''
 
'''Damage''' 2915 (5 hits) :                                  '''Stun''' :  8
 
Kudlak grabs the opponent and let his  zombie doll pierce him/her with its arms before slamming him/her on the ground. It is a classic command grab, from which you can combo in the corner. B and D version are the same.
 
 
|-
| width="" |''' <font size = "3">Envy - j214B/D </font>  '''
 
'''Damage''' : 3500                                  '''Stun''' : 5
 
Kudlak snaps his fingers to summon doll arms coming from the ground. The doll arms only appear roughly half a second after the inital animation. Overall an amazing all-purpose special because of the frame advantage, space control and juggle opportunities it grants.
 
*'''B version''' : Summons the dolls in front of Kudlak.
 
*'''D version''' : Summons the dolls behind Kudlak. Useful for surprise cross-ups.
 
|-
|}
 
==Ultimate Chaos==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Passive - 236236A/C </font>  '''
 
'''Damage''' 5495 : (13 hits)                    '''Stun''' : None
 
Kudlak pierces his own stomach to unleash a red ring around him. If the rings hits, the opponent is grabbed by  countless dolls and gets some of his life stolen. A and C version are the same
 
 
|-
| width="" |''' <font size = "3">Weep - 236236K</font>  '''
 
'''Damage''' : 3898 (4 hits)                                  '''Stun''' : 10
 
Kudlak summons a doll that fires a huge stake at ground level. The stake effectively  goes fullscreen . Wallplats on hit. B and D versions are the same. Very useful for space control and sees some uses as a combo tool
 
 
|-
|}
 
==Extra Ultimate Chaos==
 
 
{| border="0" cellspacing="5" width="100%"
| width=""  style="background:#E8E8E8;"| ''' <font size = "3">Atonement - 214214A/C </font>  '''
 
'''Damage'''  7620 : (15 hits)                                '''Stun''' : None
 
Kudlak summons a doll that creates a magic tornado. Sends the opponent very high in the air before wallsplatting them  on the last hit. Has some invincibility on startup.
 
*'''A version''' : Summons the doll just in front of Kudlak
 
*'''C version''' : Summons the doll a little farther away


====== <font style="visibility:hidden" size="0">214K</font> ======
{{MoveData|image=CC_KU_214K.png|name=Passion|input=214K|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description=The Walker. Zombie who walks forward and then explodes into spikes. Walkers will explode on their own if they don't see anything after a while. The trigger for exploding is if they line up with an opponent's X coordinate, so if someone jumps over a walker they'll go off even if the opponent is at the top of the screen. Walkers have a hurtbox and can get killed by active hitboxes including projectiles or normals that collide with them. Notably, they'll walk right past other walkers or Sith since neither will trigger the other. B version is slower, D version is faster. EX verion is slow, has a hitbox when being summoned, and is invincible (that is to say, the walker is invincible, Kudlak is not). Walkers will not go away if Kudlak is hit, usually this doesn't matter much since the walker itself will get hit in most situations Kudlak is getting hit, but because the EX walker is invun he can be a combo breaker. EX Walker also waits a bit before fading from the screen, locking out any version of the move for a longer period of time.
}} }}


|-
====== <font style="visibility:hidden" size="0">214P</font> ======
| width="" |''' <font size = "3">Doubt - 214214B/D </font>  '''
{{MoveData|image=CC_KU_214P.png|name=Misanthropy|input=214P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
  |description=Kudlak dashes in and slashes. C version goes further, EX version launches. The C version can also launch for a juggle if the opponent is cornered and Kudlak is at the right distance to hit with the late active frames of the slash.
}} }}


An Install super. After the super is performed, You cand dash forward or backward on block up to three times by inputting A+C with the desired direction. An icon above the meter gauge indicates how many dashes you have left. Relatively useful, but you'll need to forsake either Atonement or Envy for it.
====== <font style="visibility:hidden" size="0">623P</font> ======
{{MoveData|image=CC_KU_623P.png|name=Confession|input=623P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description= Blood Jesus. This zombie stays in place and activates when an opponent gets close, turning into a sword and slashing. EX version hits when it comes out and crumples making it a good combo piece. All versions can be done in the air. Ideally you set this up just above the ground so that it will stop both ground and air approaches. Another common use is placing a blood jesus above a cornered opponent as they wake up so that they have to deal with the hitbox if they try and jump out of the corner.
}} }}
</div> </div>


|-
<div class="mw-collapsible mw-collapsed"> <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Special Moves</b></font></center></div>
|}
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Extra Special Moves</font> ===
====== <font style="visibility:hidden" size="0">632146K</font> ======
{{MoveData|image=CC_KU_632146K.png|name=Surrender|input=632146K|data= {{AttackData-CC
|damage= |guard=Throw |cancelable=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description =Command grab that takes meter away from the opponent. Can be comboed into really easily thanks to 6B. After the grab you can OTG the opponent for a further combo. The amount of meter your opponent loses is pretty significant, it's over half a bar and does not scale. Denying meter to your opponent can be really strong in a game where most characters can do TODs with full resources.
}} }}


==Destruction Chaos==
====== <font style="visibility:hidden" size="0">j.214K</font> ======
{{MoveData|image=CC_KU_j214K.png|name=Envy|input=j.214K|data= {{AttackData-CC
|damage= |guard=Low |cancelable=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description= Hands appear on the ground under Kudlak. This move is a jumping low, the D version hits a bit further out than the B version. Both versions will launch for a combo. Kudlak recovers before the hands hit which means this move has really huge frame advantage.
}} }}
</div> </div>


{| border="0" cellspacing="5" width="100%"
<div class="mw-collapsible mw-collapsed"> <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Ultimate Chaos Moves</b></font></center></div>
| width="" style="background:#E8E8E8;"|''' <font size = "3">Tree of Life - 2363214A+C </font>  ''' 
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Ultimate Chaos Moves</font> ===
====== <font style="visibility:hidden" size="0">236236P</font> ======
{{MoveData|image=CC_KU_ 236236P.png|name=Passive|input=236236P|data= {{AttackData-CC
  |damage= |guard=High/Low |cancelable=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description=Kudlak stabs himself and then sucks blood from the opponent. Steals health and has invun through active frames. The animation restands, but you can't chaos shift until it launches.
}} }}


'''Damage''' : 14541 (41 hits)                                  '''Stun''' : None
====== <font style="visibility:hidden" size="0">236236K</font> ======
{{MoveData|image=CC_KU_236236K.png|name=Weep|input= 236236K|data= {{AttackData-CC
|damage= |guard=Low |cancelable=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description=Beam super, you can react to the flash so the low hit property isn't really a mix-up, but it is funny. The total duration of this super is pretty short so it makes good exceed fodder.
}} }}
</div> </div>


Kudlak dashes forward and performs two hits. if the second connects, he then pierces the opponent's stomach with his hand before summoning a tree of Blood that hits multiple times. It's a pretty classic Destruction Chaos with a good range too boot.
<div id="collapse-pre-one" class="mw-collapsible mw-collapsed"> <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Ultimate Chaos Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Extra Ultimate Chaos Moves</font> ===
====== <font style="visibility:hidden" size="0">214214P</font> ======
{{MoveData|image=CC_KU_214214P.png|name=Atonement|input=214214P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description=Big tornado, sends the opponent really high up. The tornado will stay on screen once summoned even if kudlak gets hit out of it so this could potentially trade favorably. Passive is generally the better reversal though.
}} }}


====== <font style="visibility:hidden" size="0">214214K</font> ======
{{MoveData|image=CC_KU_214214K.png|name=Doubt|input=214214K|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description = Install super that gives guard cancels. Press forward or back and A+B while in blockstun to guard cancel roll. This is the only way that any character can do anything while in blockstun. It's strength is matchup dependent but in matchups against characters who have strong block pressure this can be extremely strong. It can also allow kudlak to punish some moves that are otherwise safe. There's also very little recovery on the install itself which means you can kind of just activate whenever (tho keep in mind it's not totally instant) and use the superflash to see what your opponent is doing. You can also use this super as a way to RC a normal for 1 bar, or a special for 2 bars.
}} }}
</div> </div>


|-
<div class="mw-collapsible mw-collapsed"> <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Destruction Chaos</b></font></center></div>
|}
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Destruction Chaos</font> ===
====== <font style="visibility:hidden" size="0">23663214AC</font> ======
{{MoveData|image=CC_KU_lvl3.png|name=Tree of Life|input=23663214A+C|data= {{AttackData-CC
|damage= |guard=- |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description = Kudlak dashes forward and performs two hits. if the second connects, he then pierces the opponent's stomach with his hand before summoning a tree of Blood that hits multiple times. It's a pretty classic Destruction Chaos with a good range too boot.
}} }}
</div> </div>


= Combos =
== Combos ==
*Note 1 : In  pretty much any combo involving high jump cancel followed by jA/jB>jC>jD, you can replace the air chain by 5D to get a fullscreen knockdown.
*Note 1 : In  pretty much any combo involving high jump cancel followed by jA/jB>jC>jD, you can replace the air chain by 5D to get a fullscreen knockdown.


Line 267: Line 276:
-5D after jD(2 hits)
-5D after jD(2 hits)


==Meterless==
===Meterless===


2A>5B>5C>5D
2A>5B>5C>5D
Line 279: Line 288:
J214K>2A>2C>jA>jC>jD> ender
J214K>2A>2C>jA>jC>jD> ender


==EX Skills==
===EX Skills===


2A>5B>5C>2A>5C>6B>214KK>214C>hjc>JC>JD> ender
2A>5B>5C>2A>5C>6B>214KK>214C>hjc>JC>JD> ender
Line 287: Line 296:
632146K>2C>214PP>2A>2C > air chain or 5C>5D  
632146K>2C>214PP>2A>2C > air chain or 5C>5D  


== Ultimate Chaos ==
=== Ultimate Chaos ===


== Exceed combos ==
=== Exceed combos ===


6B>214A>EC>2C>214PP>236236P>AB>6B>5D(1 hit)>214A>214214P>236D>2B>2C> air chain or 5A>5D
6B>214A>EC>2C>214PP>236236P>AB>6B>5D(1 hit)>214A>214214P>236D>2B>2C> air chain or 5A>5D
Line 299: Line 308:
6B>214A>EC>2C>214PP>236236P>6AB>236B>236236P
6B>214A>EC>2C>214PP>236236P>6AB>236B>236236P


== Colors ==
=== Colors ===
* '''Console Versions''': You can hold R1 button while selecting a character to get an alternative color.
* '''Console Versions''': You can hold R1 button while selecting a character to get an alternative color.
* '''Arcade Version''': You can hold START button while selecting a character to get an alternative color.
* '''Arcade Version''': You can hold START button while selecting a character to get an alternative color.

Revision as of 20:43, 21 November 2020

Profile-kudlak.png

Story

Kudlak-SIN
『クドゥラック-SIN』

Kudlak comes from a long line of magicians and is the last to know the secret of magic (if you ignore all the other characters who are magic). When growing up kudlak lost interest in magic and pursued science and technology instead, but then he decided to go back to magic and now he wants to use the unlimited power of the Chaos Code to make the world worse as revenge for... something.

Playstyle

Health: 27500 Stun Threshold: 75

Kudlak is a character that specializes in zoning tactics. He can summon sacrificial dolls to aggressively control space, act as shields, or hinder the opponent's approach. He also has access to tools that are just not anywhere else in the game, like a jumping low, stealing meter/health, and a guard cancel.

Mobility (Run vs Step)

Run: Run is the most common bounce, simply because Kudlak doesn't really benefit from the step cancels. His pressure is geared more towards pushing the opponent away than trying to get in

Step:

Extra Move Selection

Kudlak's extra moves are all crazy strong and do things a chaos code character shouldn't be able to do. He doesn't have any real obvious holes in his toolset either, so you're really just free to pick any 2 that you think are good. Of the 4 Atonement is the only one that doesn't really stand out, but it has it's uses.

Recommended Sets

Surrender & Envy Surrender drains meter from the opponent & can be used as a mix-up on it's own. Envy is a jumping low. Together they can create situations where an opponent has to guess high/low/throw and on 2 out 3 of those situations they lose a chunk of meter. Kudlak also doesn't need any extra moves for exceed combos thanks to Weep, so you can create situations where you win round 1, have a big stock of meter, and you opponent has nothing because you stole all their resources. Very good position to be in.

Envy & Doubt Doubt gives guard cancels and, on it's own can enable extended pressure or combo strings thanks to the fast recovery. This can help Kudlak escape bad situations and Envy can help create openings.

Surrender & Doubt Same as the above but with Surrender. The situation of canceling into Doubt off of a normal that hits the opponent standing is a very good one for surrender, either tic throwing into it or comboing into it. It's not a use of meter that would be good for most characters, but because Doubt's guard cancel stocks last forever it's not really a waste if you didn't have them up.

Move List

Click on a header to expand that section of the movelist

Normal Moves

Normal Moves

5A
5A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
300
2 stun
- High/Low - - - - yes -

Kudlak snaps his left fingers, creating a red glowing slash that is his jab. Minimal damage, sweep range (fantastic for a neutral jab).

2A
2A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
300
2 stun
- High/Low - - - - yes -

A zombie comes off the ground, stabbing the opponent with his drill on his hand. Fast startup, slightly shorter range than 5A, but has the same damage.

5B
5B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
300
2 stun
- High/Low - - - - Yes -

Kudlak snaps his right fingers to summon a zombie that attacks with its arms from the ground. This move is a standing low that reaches to the kneecap, low damage.

2B
2B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
400
2 stun
- Low - - - - Yes -

Zombie attack with a diagonal upward drill this time. Small range, same range as 5B.

5C
5C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
700+ 700
3+3 stun
- High/Low - - - - Yes Stagger

A bigger version of 5A in the form of an intertwined red wave. High damage, can be used as an anti-air because of its large rectangular hitbox. 2 hits with decent recovery.

2C
2C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
1300
4 stun
- High/Low - - - - Yes Stagger

Kudlak does an upward slash, almost like an uppercut. Similar horizontal range and damage as 5C. Mediocre startup with slow recovery but its range is useful for situational anti-airs.

5D
5D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
500+800
5+6 stun
- High/Low - - - - No Stagger

Kudlak summons two zombies that lunge into the opponent and knock them down fullscreen when midscreen and wallsplats in the corner. Even though the zombies appear on a height from the waist upward, they can hit crouching opponents too. Slightly lower damage than 5C, 2 hits.

2D
2D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
1400
6 stun
- Low - - - - No Launch

A zombie appears from the ground, hugs the opponent’s feet, causing a knockdown. Mediocre startup with fast recovery, its range is the same length as the Chaos gauge

j.A
j.A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
600
2 stun
- High - - - - Yes -

Mid-Air version of 5B with the zombie reaching horizontally and closer to Kudlak. Fast, same damage as 5A. The horrible vertical hitbox and great horizontal hitbox makes this only useful in air-to-air situations

j.B
j.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
500
2 stun
- High - - - - Yes -

Similar to j.A, but this time the zombie reaches diagonally downwards. Unlike jA, this move is awesome for jump-ins and IAD approaches, and is also a great combo filler.

j.C (together)
j.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
800
4 stun
- High - - - - Yes Stagger

Similar to j.B, but with two zombies. The hitbox is not wide, but taller. Same frame speed as j.B, causes less damage than 5C.

j.D (together)
j.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
500 + 500 + 1000
3 + 3 + 7 stun
- High - - - - Yes Stagger

Similar to j.A, but with two zombies for a 3 hit air normal. The new upper zombie adds more reach to the attack. This could be considered as Kudlak-Sin’s widest normal.Last hit knocks the opponent back. Great damage and Stun for a normal move.

Command Moves

Command Moves

6B
Betray
6B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
800
2 stun
- High - - - - Yes -

A zombie appears on sweep range that pushes the enemy on Kudlak’s side (if it hits).

Throw
Throw
5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 5f - - - No -

Ground throw

6C+D
Guard Break
6CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Guard Break - - - - No -

Guard Break

C+D
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Parry

A+B
Roll
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Roll

Special Moves

Special Moves

Note : Unless stated otherwise, Kudlak can never have two dolls of the same type on the screen at the same time. Most of them have a cooldown period before disappearing that must be taken into account.

236X
Houzankou
236X
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

The Maw. Kudlak summons a zombie torso that opens up to bite the opponent at a set range. Each version summons the maw increasingly far away, with A being the closest at ~1 character length and D being the furthest at ~4 character lengths. Punch maws (A and C) push the opponent away on hit and kick maws (B and D) bring them in. There's a cooldown after summoning a maw where you can't summon another of that type (punch/kick) for a little bit, however there is no cooldown on EX Maw. There are 2 EX versions of this move, both summon a zombie that grabs and then explodes. A+C summons this zombie in between the ranges of B and C, B+D summons this zombie in between the ranges of C and D.

22K
Weak
22K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/low - - - - - -

The Floater. Moves across the ground, B version goes slow, D version goes faster, EX version goes very slow and has more hitstun. The EX version also has a strange property where setting it can trigger proximity guard if you're close enough, however none of the floaters trigger proximity guard when their hotboxes are actually active, including EX.

214K
Passion
214K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

The Walker. Zombie who walks forward and then explodes into spikes. Walkers will explode on their own if they don't see anything after a while. The trigger for exploding is if they line up with an opponent's X coordinate, so if someone jumps over a walker they'll go off even if the opponent is at the top of the screen. Walkers have a hurtbox and can get killed by active hitboxes including projectiles or normals that collide with them. Notably, they'll walk right past other walkers or Sith since neither will trigger the other. B version is slower, D version is faster. EX verion is slow, has a hitbox when being summoned, and is invincible (that is to say, the walker is invincible, Kudlak is not). Walkers will not go away if Kudlak is hit, usually this doesn't matter much since the walker itself will get hit in most situations Kudlak is getting hit, but because the EX walker is invun he can be a combo breaker. EX Walker also waits a bit before fading from the screen, locking out any version of the move for a longer period of time.

214P
Misanthropy
214P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Kudlak dashes in and slashes. C version goes further, EX version launches. The C version can also launch for a juggle if the opponent is cornered and Kudlak is at the right distance to hit with the late active frames of the slash.

623P
Confession
623P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Blood Jesus. This zombie stays in place and activates when an opponent gets close, turning into a sword and slashing. EX version hits when it comes out and crumples making it a good combo piece. All versions can be done in the air. Ideally you set this up just above the ground so that it will stop both ground and air approaches. Another common use is placing a blood jesus above a cornered opponent as they wake up so that they have to deal with the hitbox if they try and jump out of the corner.

Extra Special Moves

Extra Special Moves

632146K
Surrender
632146K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw - - - - - -

Command grab that takes meter away from the opponent. Can be comboed into really easily thanks to 6B. After the grab you can OTG the opponent for a further combo. The amount of meter your opponent loses is pretty significant, it's over half a bar and does not scale. Denying meter to your opponent can be really strong in a game where most characters can do TODs with full resources.

j.214K
Envy
j.214K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - - -

Hands appear on the ground under Kudlak. This move is a jumping low, the D version hits a bit further out than the B version. Both versions will launch for a combo. Kudlak recovers before the hands hit which means this move has really huge frame advantage.

Ultimate Chaos Moves

Ultimate Chaos Moves

236236P
Passive
236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Kudlak stabs himself and then sucks blood from the opponent. Steals health and has invun through active frames. The animation restands, but you can't chaos shift until it launches.

236236K
Weep
236236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - - -

Beam super, you can react to the flash so the low hit property isn't really a mix-up, but it is funny. The total duration of this super is pretty short so it makes good exceed fodder.

Extra Ultimate Chaos Moves

Extra Ultimate Chaos Moves

214214P
Atonement
214214P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Big tornado, sends the opponent really high up. The tornado will stay on screen once summoned even if kudlak gets hit out of it so this could potentially trade favorably. Passive is generally the better reversal though.

214214K
Doubt
214214K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Install super that gives guard cancels. Press forward or back and A+B while in blockstun to guard cancel roll. This is the only way that any character can do anything while in blockstun. It's strength is matchup dependent but in matchups against characters who have strong block pressure this can be extremely strong. It can also allow kudlak to punish some moves that are otherwise safe. There's also very little recovery on the install itself which means you can kind of just activate whenever (tho keep in mind it's not totally instant) and use the superflash to see what your opponent is doing. You can also use this super as a way to RC a normal for 1 bar, or a special for 2 bars.

Destruction Chaos

Destruction Chaos

23663214AC
Tree of Life
23663214A+C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - - - -

Kudlak dashes forward and performs two hits. if the second connects, he then pierces the opponent's stomach with his hand before summoning a tree of Blood that hits multiple times. It's a pretty classic Destruction Chaos with a good range too boot.

Combos

  • Note 1 : In pretty much any combo involving high jump cancel followed by jA/jB>jC>jD, you can replace the air chain by 5D to get a fullscreen knockdown.
  • Note 2 : Classic enders for Kudlak are

-jc>jC>jD>jc>jD after jD (3 hits)

-214214P after jD(2 hits)

-5D after jD(2 hits)

Meterless

2A>5B>5C>5D

2A>5B>5C>6B>236A or 214AorC

2D(Counter hit)>2B>2C>9hjc>jA>jC>jD> ender

632146K>2C>236BorC or214A 

J214K>2A>2C>jA>jC>jD> ender

EX Skills

2A>5B>5C>2A>5C>6B>214KK>214C>hjc>JC>JD> ender

2A>5B>5C>2A>5C>6B>214KK>214C>6B>5C>5D>(236D) 

632146K>2C>214PP>2A>2C > air chain or 5C>5D

Ultimate Chaos

Exceed combos

6B>214A>EC>2C>214PP>236236P>AB>6B>5D(1 hit)>214A>214214P>236D>2B>2C> air chain or 5A>5D

6B>214A>EC>236236P>AB>236A>214214C>214C>214214C.

6B>214A>EC>2C>214PP>236236K>6AB>2C>236236P>6AB>6B>2C> air chain or 5A>5D

6B>214A>EC>2C>214PP>236236P>6AB>236B>236236P

Colors

  • Console Versions: You can hold R1 button while selecting a character to get an alternative color.
  • Arcade Version: You can hold START button while selecting a character to get an alternative color.
A Button
B Button
C Button
D Button
R1 + A Button Ronald McDonald (McDonalds)
R1 + B Button Alucard (Hellsing)
R1 + C Button
R1 + D Button


General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus