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| {{MoveData | | {{MoveData |
| |name=214214a/b/c | | |name=214214a/b/c |
| | |name2=214214AB |
| |image=krayce 214214a.png | | |image=krayce 214214a.png |
| |image2=236afollow.png | | |image2=236afollow.png |
Revision as of 15:48, 22 February 2021
Krayce
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|
Health |
500
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Pre-Jump Frames |
4
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Play Style |
All-Around
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Dash Type |
Step
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Character Background
Race: Human
Motivation: To destroy all the Devil Swords
Weapon: Sword Breaker
Likes: Macaroni
Dislikes: Sashimi
Character Info
Krayce is the BIG Rekka character, meaning that he has a big hurtbox (slightly smaller than Earth's), as well as some of the biggest normals in the game, though not always the farthest reaching. Krayce's movement is good, being one of the four characters in the game to have a step type dash gives him strong crossunder mixups if you manage to parry your opponent's jump-in. His combo game is one of his strengths. While he can't two touch his opponents in comparison to other members of the cast, his corner carry potential is very efficient compared to the other characters, being able to go corner to corner with only one bar of meter. Combine this with his great corner pressue, okizeme, and High/Low mixups, he can run away with a lead very quickly if he is able to get it. As stated before Krayce still suffers from large hurtboxes, both from his own and his sword's hurtboxes, making his have quite the trouble against anyone who can zone him out. He is also extremely dependent on meter for any sort of optimal combo, as he lacks any way to confirm a hard knockdown without meter. Even with his faults Krayce is still a character that can be a terror on block and okizeme, while still being a difficult character to approach if Krayce dosen't have to.
Strengths |
Weaknesses
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- Armored moves that open some safe options for anti-airs
- Big normals, which can stuff a lot of zoning if spaced properly.
- 623C is his strongest anti-air as it is a true invulnerable DP and covers a lot of space.
- Far 5D is one of his best neutral buttons since it not only eats most projectiles, but can also cancel your dash.
- Krayce's lvl 3 is really good at punishing raw super projectiles since it's fully invincible and covers a lot of distance.
- Incredible corner game pressure, thanks to his corner carry combos and okizeme setups.
- Has a true corner infinite with f.5A -> 5C > 236B micro walk loops
- He has the best D Palette in the game because it makes him Ike from Fire Emblem.
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- Armored moves can be beaten by lows or 2+ attacks
- Armored moves are inconsistent in general and need further testing
- Big hurtbox, prone to getting hit by high normals that would normally be anti-airs.
- His only reversal option on wake up is 623C, which you must Seal of Time on block as he is punishable if you don't
- Without meter, he lacks damage, corner carry and any guaranteed hard knockdown, making him extremely weak without it.
- Just like every other sword user in this game, his sword also has a hurtbox and can be whiff-punished.
- A lot of his combos scale a lot, which harms his extended combos.
- His other palettes are sub-par
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Normals
Far Standing Normals
5A Far 5A Far 5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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quick jab. whiffs erile and ryuken in 214d
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5B Far 5B Far 5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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far poke. can anti-air if at a right distance
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5C Far 5C Far 5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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armored causes a KD. has lots of startup Links into OTG 2C
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f.5D Krayce won't hesitate to play dirty Krayce won't hesitate to play dirty
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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Extremely good button. Visually similar to Close 5D. But this one kicks up dust that is blocked Mid AND eats most projectiles. Pressing 5D in the middle of your dash makes you stop in place, giving Krayce great control on his ground movement
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Close Standing Normals
cl.5A Close 5A Close 5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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nearly identical to f.5a. need to test
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cl.5B Close 5B Close 5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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armored launches opponents pseudo anti-air
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cl.5C Close 5C Close 5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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fast slash. One of your best ways to start a combo in terms of optimal damage
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cl.5D A kick to the shins has always worked out, hasn't it? A kick to the shins has always worked out, hasn't it?
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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-
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-
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-
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-
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-
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Visually similar to Far 5D. Kick that hits Low. This one does not kick up dust, therefore making it an inferior version of Far D still a very fast low
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Crouching Normals
2A 2A 2A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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-
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-
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-
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-
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-
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2B 2B 2B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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-
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-
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-
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-
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-
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good reach. better poke than 5b at closer ranges
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2C Making Order-Sol proud with this one Making Order-Sol proud with this one
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/low
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-
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-
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-
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-
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-
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armored if hitting a jumping opponnent it will cause a HKD. can be special canceled and hits OTG
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2D 2D 2D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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-
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-
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-
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-
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-
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the god kick one of Krayce's fastest moves and his go to low. goes into all of his bnbs
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Command Normals
4C 4C 4C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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The only standing overhead normal in the game and one of Krayce's best ground normals. Extremely fast for an overhead and is great to open anyone respecting Krayce's lows too much. special cancelable
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3D 3D 3D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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-
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-
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-
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-
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-
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2 hit sweep that isnt all that useful if the kick hits the second attack will knock down. if the kick is blocked, the second attack can be parried.
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Jumping Normals
J.A J.A J.A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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good, fast normal that hits grounded opponents. if the opponent can react to 4C use this instead
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J.B J.B J.B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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One of the best air to air normals in the game. Has a big hitbox, wide range, and is quite fast. can hit grounded opponents if done low enough.
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J.C J.C J.C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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Large swing with some startup. Hits a large vertical area in front of Krayce and knocks jumping opponents far away that forces them to land. somewhat risky to use as a combo starter however since the parry timing is very easy to anticipate but great if you are able to land it.
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J.D J.D J.D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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Knee with an active hitbox for a good while. Great jump if you are already on top of your opponent
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Chain Specific Normals
Chain 5C fluff fluff
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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5C after 5D, Close/Far 5A, Close 5C great normal. deals good damage and is special cancelable. present in a lot of bnbs
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Throws
A+D Forward Throw
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Throw
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N/A
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-
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-
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-
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-
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visually identical to 214d ~> d
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B+D Back Throw *teleports behind you* "nothing personnel kid" *teleports behind you* "nothing personnel kid"
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Throw
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N/A
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-
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-
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-
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-
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throws them a very long distance makes or destroys your gameplan dfepending on position and playstyle
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Dust (Sword Series Slash)
5B+C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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N/A
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-
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-
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-
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-
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Is an overhead. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
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2B+C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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N/A
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-
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-
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-
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-
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Same as standing Dust but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
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Chaos Breaking (Parry)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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-
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-
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-
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-
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-
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-
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look at his hand Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.
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Specials
Wind Slice Blade/Sword 214x ~> B ~> B ~> C Distance will vary based on button pressed Distance will vary based on button pressed 1st Follow up 1st Follow up 2nd Follow up 2nd Follow up 3rd Follow up 3rd Follow up
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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A goes the shortest distance, B a medium distance, and C goes the longest distance. A and B are not used much compared to the C version due to the risk of you dropping your combos when you do the A or B version.
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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Hits three times and can cancel into supers. third followup can be parried on block The last hit will knock the opponent into the air canceling on the second hit is usually preferable for combos
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236d 236d ~> B ~> B ~> C visually identical to 2d visually identical to 2d 1st Follow up 1st Follow up 2nd Follow up 2nd Follow up 3rd Follow up 3rd Follow up
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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identical to 214a/b/c but hits low and distance can't be controlled
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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Hits three times and can cancel into supers. third followup can be parried on block The last hit will knock the opponent into the air canceling on the second hit is usually preferable for combos
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214d D follow up D follow up B follow up B follow up B ~> B follow up B ~> B follow up B ~> C follow up B ~> C follow up
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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short range kick but starts a rekka equally as important to krayce's gameplan as 214a/b/c
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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The option that allows for SOT. scales combos hard
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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leads to the other rekka finishers. if this hits then B~>C will whiff and needs to be abare'd instead can choose not to do another followup to bait a jump or block
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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absurdly high damage can hit jumping opponents
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Jump
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-
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-
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-
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-
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-
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command grab that cause a HKD. can be punished on block by mashing fast normals
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236a/b/c Haha it's still my turn Haha it's still my turn
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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Lingering immobile projectile.
Entirely useless in neutral since it doesn't move nor has long reach. But on the opponent's wakeup it becomes Krayce's best okizeme tool (even better in the corner) that makes it impossible for the opponent to press buttons on wakeup (unless they mash burst, which is their only escape). They either have to block both the projectile and guess right on your 50/50 or Guard Cancel the projectile, which can be baited along with their burst.
It's also used in Krayce's infinite ([microwalk>5a/5c>5c>236B]*n)
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623a/b/c You're going to the corner, you hear me? You're going to the corner, you hear me?
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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Wide reach and good startup C version is invulnerable when the C version is blocked/hits a second 623c can be added that wallbounces. His main meterless corner carry ender.
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Super Moves
Level 1 Supers
214214a/b/c Here it comes... Here it comes... 214214AB By Odin's beard! By Odin's beard!
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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three quick and wide sword slices guard crashes in burst
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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follow up on hit with 236ab. causes HKD and deals great damage
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236236a/b/c the cooler combo ender the cooler combo ender
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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highest vertical hitbox in the game and travels 3/4 of the screen deals less damage than 214214a/b/c ~> 236ab hard to hit this outside of corner combos or predictions parry timing is a bit unusual and may catch some people offguard
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Level 3 Super
632146a+b+c the most badass pose the most badass pose RIP RIP
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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the akuma raging demon but can be blocked and parried can hit opponents in the air somewhat long startup compared to other level 3s swag damage
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Strategy
Fight for your friends, Give no sympathy
-abuse armor
-use a/d normals to start combos
-cancel the step dash with any standing normal. preferably f.5d
-use j.b and j.c as anti-airs
Combos
Chain Combos
Chain Combo
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Total Damage
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Notes
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fluff
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fluff
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fluff
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Basic Combos