Chaos Code/NSC/Kudlak-Sin: Difference between revisions
Crimefighter (talk | contribs) (→Move List: - added frame data) |
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{{MoveData |image=MG5A.png |name=5A |data= {{AttackData-CC | {{MoveData |image=MG5A.png |name=5A |data= {{AttackData-CC | ||
|damage=300 <br> 2 stun|guard=High/Low |cancelable= yes |chprop=- | |damage=300 <br> 2 stun|guard=High/Low |cancelable= yes |chprop=- | ||
|startup= | |startup=7f |active=- |recovery=- |frameadv=+1 | ||
|description =Kudlak snaps his left fingers, creating a red glowing slash that is his jab. Minimal damage, sweep range (fantastic for a neutral jab). | |description =Kudlak snaps his left fingers, creating a red glowing slash that is his jab. Minimal damage, sweep range (fantastic for a neutral jab). | ||
}} }} | }} }} | ||
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{{MoveData |image=CC_KU_2A.png |name=2A|data= {{AttackData-CC | {{MoveData |image=CC_KU_2A.png |name=2A|data= {{AttackData-CC | ||
|damage=300 <br> 2 stun|guard=High/Low |cancelable= yes |chprop=- | |damage=300 <br> 2 stun|guard=High/Low |cancelable= yes |chprop=- | ||
|startup= | |startup=6f |active=- |recovery=- |frameadv=+1 | ||
|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. | |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. | ||
}} }} | }} }} | ||
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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData |image=CC_KU_5B.png |name=5B |data= {{AttackData-CC | {{MoveData |image=CC_KU_5B.png |name=5B |data= {{AttackData-CC | ||
|damage=300 <br> 2 stun|guard= | |damage=300 <br> 2 stun|guard=Low |cancelable=Yes |chprop=- | ||
|startup= | |startup=7f |active=- |recovery=- |frameadv=-2 | ||
|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. | |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. | ||
}} }} | }} }} | ||
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|image=CC_KU_2B.png |name=2B |data= {{AttackData-CC | |image=CC_KU_2B.png |name=2B |data= {{AttackData-CC | ||
|damage=400 <br> 2 stun |guard=Low |cancelable=Yes |chprop=- | |damage=400 <br> 2 stun |guard=Low |cancelable=Yes |chprop=- | ||
|startup= | |startup=7f |active=- |recovery=- |frameadv=+1 | ||
|description =Zombie attack with a diagonal upward drill this time. Small range, same range as 5B. | |description =Zombie attack with a diagonal upward drill this time. Small range, same range as 5B. | ||
}} }} | }} }} | ||
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{{MoveData |image=CC_KU_5C.png |name=5C |data= {{AttackData-CC | {{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 | |damage=700+ 700 <br> 3+3 stun |guard=High/Low |cancelable=Yes |chprop=Stagger | ||
|startup= | |startup=12 |active=- |recovery=- |frameadv=-4 | ||
|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. | |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. | ||
}} }} | }} }} | ||
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{{MoveData |image=CC_KU_2C.png |name=2C |data= {{AttackData-CC | {{MoveData |image=CC_KU_2C.png |name=2C |data= {{AttackData-CC | ||
|damage=1300 <br> 4 stun |guard=High/Low |cancelable=Yes |chprop=Stagger | |damage=1300 <br> 4 stun |guard=High/Low |cancelable=Yes |chprop=Stagger | ||
|startup= | |startup=10f |active=- |recovery=- |frameadv=-6 | ||
|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. | |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. | ||
}} }} | }} }} | ||
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{{MoveData |image=CC_KU_5D.png |name=5D |data= {{AttackData-CC | {{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 | |damage=500+800 <br> 5+6 stun |guard=High/Low |cancelable=No |chprop=Stagger | ||
|startup= | |startup=15f |active=- |recovery=- |frameadv=-15 | ||
|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. | |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. | ||
}} }} | }} }} | ||
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{{MoveData |image=CC_KU_2D.png |name=2D |data= {{AttackData-CC | {{MoveData |image=CC_KU_2D.png |name=2D |data= {{AttackData-CC | ||
|damage=1400 <br> 6 stun |guard=Low |cancelable=No |chprop=Launch | |damage=1400 <br> 6 stun |guard=Low |cancelable=No |chprop=Launch | ||
|startup= | |startup=14f |active=- |recovery=- |frameadv=-1 | ||
|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 | |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 | ||
}} }} | }} }} | ||
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{{MoveData |image=CC_KU_jA.png |name=j.A |data= {{AttackData-CC | {{MoveData |image=CC_KU_jA.png |name=j.A |data= {{AttackData-CC | ||
|damage=600 <br> 2 stun|guard=High |cancelable=Yes |chprop=- | |damage=600 <br> 2 stun|guard=High |cancelable=Yes |chprop=- | ||
|startup= | |startup=7f |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 | |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 | ||
}} }} | }} }} | ||
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{{MoveData |image=CC_KU_jB.png |name=j.B |data= {{AttackData-CC | {{MoveData |image=CC_KU_jB.png |name=j.B |data= {{AttackData-CC | ||
|damage=500 <br> 2 stun |guard=High |cancelable=Yes |chprop=- | |damage=500 <br> 2 stun |guard=High |cancelable=Yes |chprop=- | ||
|startup= | |startup=8f |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. | |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 | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData |image=CC_KU_jC.png |name=j.C |data= {{AttackData-CC | {{MoveData |image=CC_KU_jC.png |name=j.C |data= {{AttackData-CC | ||
|damage=800 <br> 4 stun |guard=High |cancelable=Yes |chprop=Stagger | |damage=800 <br> 4 stun |guard=High |cancelable=Yes |chprop=Stagger | ||
|startup= | |startup=8f |active=- |recovery=- |frameadv=- | ||
|description =Similar to j.B, but with two zombies. The hitbox is not wide, but taller. Same | |description =Similar to j.B, but with two zombies. The hitbox is not wide, but taller. Same speed as j.B, causes less damage than 5C. | ||
}} }} | }} }} | ||
====== <font style="visibility:hidden" size="0">j.D | ====== <font style="visibility:hidden" size="0">j.D</font> ====== | ||
{{MoveData|image=CC_KU_jD.png|name=j.D|data= {{AttackData-CC | {{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 | |damage=500 + 500 + 1000 <br> 3 + 3 + 7 stun |guard=High |cancelable=Yes |chprop=Stagger | ||
|startup= | |startup=15f |active=- |recovery=- |frameadv=- | ||
|description =Similar to j.A, but with two zombies for a 3 hit air normal. | |description =Similar to j.A, but with two zombies for a 3 hit air normal. Slow but reaches far. Less damage than j.C for just 1 hit but if you get all 3 it's really strong. The final hit has a lot of histun and launches the opponent which will send them really far away if you don't have them cornered. | ||
}} }} | }} }} | ||
</div> </div> | </div> </div> | ||
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{{MoveData|image=CC_KU_6B.png|name=Betray|input=6B|data= {{AttackData-CC | {{MoveData|image=CC_KU_6B.png|name=Betray|input=6B|data= {{AttackData-CC | ||
|damage=800 <br> 2 stun |guard=High |cancelable=Yes |chprop= | |damage=800 <br> 2 stun |guard=High |cancelable=Yes |chprop= | ||
|startup= | |startup=20f |active=- |recovery=- |frameadv=-19 | ||
|description=A zombie appears on sweep range that | |description=A zombie appears on sweep range that sucks in the opponent (if it hits). | ||
}} }} | }} }} | ||
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{{MoveData|image=CC_KU_6CD.png|name=Guard Break|input= 6CD|data= {{AttackData-CC | {{MoveData|image=CC_KU_6CD.png|name=Guard Break|input= 6CD|data= {{AttackData-CC | ||
|damage= |guard=Guard Break |cancelable=No |chprop= | |damage= |guard=Guard Break |cancelable=No |chprop= | ||
|startup= | |startup=36f |active=- |recovery=- |frameadv=- | ||
|description= Guard Break | |description= Guard Break | ||
}} }} | }} }} | ||
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{{MoveData|image=CC_KU_AB.png|name=Roll|input= AB|data= {{AttackData-CC | {{MoveData|image=CC_KU_AB.png|name=Roll|input= AB|data= {{AttackData-CC | ||
|damage= |guard=High/Low |cancelable=No |chprop= | |damage= |guard=High/Low |cancelable=No |chprop= | ||
|startup= | |startup=33f |active=- |recovery=- |frameadv=- | ||
|description= Roll | |description= Roll | ||
}} }} | }} }} | ||
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=== <font style="visibility:hidden" size="0">Special Moves</font> === | === <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 zombies/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> ====== | ====== <font style="visibility:hidden" size="0">236X</font> ====== | ||
{{MoveData|image=CC_KU_236X.png|name=Houzankou|input=236X|data= {{AttackData-CC | {{MoveData|image=CC_KU_236X.png|name=Houzankou|input=236X|data= {{AttackData-CC | ||
|damage= |guard=High/Low |cancelable=- |chprop=- | |damage= |guard=High/Low |cancelable=- |chprop=- | ||
|startup= | |startup=25f, 18f(AC), 16f(BD) |active=- |recovery=- |frameadv=+4(A), +3(B), +7(C), +6(D), +22(AC), +12(BD) | ||
|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. | |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. | ||
}} }} | }} }} | ||
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{{MoveData|image=CC_KU_22K.png|name=Weak|input=22K|data= {{AttackData-CC | {{MoveData|image=CC_KU_22K.png|name=Weak|input=22K|data= {{AttackData-CC | ||
|damage= |guard=High/low |cancelable=- |chprop= | |damage= |guard=High/low |cancelable=- |chprop= | ||
|startup= | |startup=20f, 44f(EX) |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. | |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. At point blank non-EX floaters are +0 at worst. | ||
}} }} | }} }} | ||
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{{MoveData|image=CC_KU_214K.png|name=Passion|input=214K|data= {{AttackData-CC | {{MoveData|image=CC_KU_214K.png|name=Passion|input=214K|data= {{AttackData-CC | ||
|damage= |guard=High/Low |cancelable=- |chprop=- | |damage= |guard=High/Low |cancelable=- |chprop=- | ||
|startup= | |startup=40f(B), 44f(D), 28f(EX) |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. | |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. | ||
}} }} | }} }} | ||
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{{MoveData|image=CC_KU_214P.png|name=Misanthropy|input=214P|data= {{AttackData-CC | {{MoveData|image=CC_KU_214P.png|name=Misanthropy|input=214P|data= {{AttackData-CC | ||
|damage= |guard=High/Low |cancelable=- |chprop=- | |damage= |guard=High/Low |cancelable=- |chprop=- | ||
|startup= | |startup=17f(A), 23f(C), 22f(EX) |active=- |recovery=- |frameadv=-8(A), -2(C), -7(EX) | ||
|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 | |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 near the corner cornered and Kudlak is at the right distance. | ||
}} }} | }} }} | ||
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{{MoveData|image=CC_KU_623P.png|name=Confession|input=623P|data= {{AttackData-CC | {{MoveData|image=CC_KU_623P.png|name=Confession|input=623P|data= {{AttackData-CC | ||
|damage= |guard=High/Low |cancelable=- |chprop=- | |damage= |guard=High/Low |cancelable=- |chprop=- | ||
|startup= | |startup=50f, 27f(EX) |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. | |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. | ||
}} }} | }} }} | ||
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{{MoveData|image=CC_KU_632146K.png|name=Surrender|input=632146K|data= {{AttackData-CC | {{MoveData|image=CC_KU_632146K.png|name=Surrender|input=632146K|data= {{AttackData-CC | ||
|damage= |guard=Throw |cancelable=- |chprop=- | |damage= |guard=Throw |cancelable=- |chprop=- | ||
|startup= | |startup=5f |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. | |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. | ||
}} }} | }} }} | ||
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|damage= |guard=Low |cancelable=- |chprop=- | |damage= |guard=Low |cancelable=- |chprop=- | ||
|startup=- |active=- |recovery=- |frameadv=- | |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 | |description= Hands appear on the ground under Kudlak. The hands have a sort of travel time, where the higher up kudlak is when he snaps his fingers the longer it takes the hands to appear (usually between ~25 and 30 frames). 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. | ||
}} }} | }} }} | ||
</div> </div> | </div> </div> |
Revision as of 01:44, 14 January 2022
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
5A
5A
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2A
2A
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5B
5B
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2B
2B
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5C
5C
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2C
2C
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5D
5D
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2D
2D
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j.A
j.A
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j.B
j.B
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j.C
j.C
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j.D
j.D
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Universal Mechanics
Throw
Throw
4/5/6AC |
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6C+D
Guard Break
6CD |
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C+D
Tactical Guard
CD |
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A+B
Roll
AB |
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Special Moves
Note : Unless stated otherwise, Kudlak can never have two zombies/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 |
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22K
Weak
22K |
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214K
Passion
214K |
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214P
Misanthropy
214P |
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623P
Confession
623P |
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Extra Special Moves
632146K
Surrender
632146K |
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j.214K
Envy
j.214K |
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Ultimate Chaos Moves
236236P
Passive
236236P |
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236236K
Weep
236236K |
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Extra Ultimate Chaos Moves
214214P
Atonement
214214P |
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214214K
Doubt
214214K |
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Combos
- Any combo listed with a 2A starter also works off a jump-in j.C or j.D.
- For most combos ending in j.D(3), j.623AC can be added in the corner for a substantial damage increase and a hard knockdown.
Beginner Combos
2A > 5B > 5C > 5D
- Don't sleep on the basics. 5D ender on a grounded opponent will send them full screen and allow you to set up projectiles such as 623A/C, 22B/D, and 214B/D.
2A > 5B > 5C > 6B > 214AC > j.B > j.C > j.D(1) > jc > j.C > j.D(3)
- Ground chain into air series. Normal jump is necessary to allow the jump cancel after the first j.D. Buffer 9B during the 214AC animation to ensure the beginning of the air series connects.
632146B/D > 2C > 214A/C
- Basic combo off command grab. Can substitute with 214AC into air series, if desired.
j.214B > 2A > 2C/5C > 5D
- Jumping low into hard knockdown. If point-blank after j.214B, 5C can be used; otherwise, substitute with 2C for stability.
Advanced Combos
2A > 5B > 5C > 6B > dl 22B > 2A > 2C > (6B > dl 22B > 2A > 2C) > 214AC > j.B > j.C > j.D(1) > jc > j.C > j.D(3)
- The 6B > dl 22B loop in parentheses will only connect in the corner or if the initial hit is at absolute point-blank range; if 2A hit in the middle of its range, omit the second loop and continue with the air series.
CH 214BD > walk forward > j.B > j.C > j.D(1) > jc > j.C > j.D(3)
- This pickup off CH 214BD works at most ranges, although the timing of the air series after the initial hit will vary depending on the opponent's distance from you and from the wall.
- Be careful not to run after the initial hit, as this will cause you to super jump and leave you unable to jump cancel your first j.D.
(near corner) j.214B > 2A > 2C > sjc > j.B > j.C > j.D(2) > j.623AC
- The third hit of j.D will leave you too low to cancel into j.623AC at the end, so the early cancel is necessary for this ender.
Exceed combos
- While Exceed is not generally the most efficient use of meter for Kudlak, the combos below may be useful to secure a kill, or if you simply wish to style on your opponent.
- The best way into Exceed is to substitute 214A for 214AC in a chain on a grounded opponent, then activate.
...214A > BC > 2C > 214A > 236236B/D > AB > 2C > 5D(2) > 214AC > 236236B/D > AB > 2C > 236236A/C
- A relatively simple Exceed combo that works between roughly midscreen and the corner. Delay timings will vary depending on distance from the corner at the time of Exceed activation.
- Substitute 214AC for the first 214A after Exceed activation if farther than half screen for the extra corner carry. This will cause you to run out of meter after the second roll cancel, so end with 2C > 5D instead.
632146B/D > BC > 236236B/D > AB > 2C > 5D(2) > 214AC > 236236B/D > AB > 2C > 236236A/C
- Roughly the same combo as above, but with a command grab starter.
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.