Yatagarasu/Kou: Difference between revisions
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A | A standing overhead attack. Generally worse than LP+HP due to the fact that Kou can't combo after it, but may catch an unaware opponent more easily thanks to its lower visibility. | ||
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| width="" style="background:#E8E8E8;"| ''' <font size = "3">6HK</font> ''' | | width="" style="background:#E8E8E8;"| ''' <font size = "3">6HK</font> ''' | ||
A | A hop kick. The recovery frames may be canceled into a special move for a combo. +1 on block. | ||
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Revision as of 04:59, 15 August 2015
Introduction
Move List
Normal Moves
Move: Startup/Active - Hit Adv/Block Adv |
LP: 6F/4F - +4F/+3F
Standard jab. Chains to c.LP, hits Hanzo, Jyu and Chadha crouching |
cr.LP: 5F/3F - +4F/+3F
Crouching jab. Hits mid. chains to all light normals. |
j.LP: 5F/11F - ?/?
Randy Savage its not but, its an elbow. Stays out a long time. |
LK - 8F/4F - +3/+2
Toe kick. Hits mid though. |
cr.LK: 5F/2F - +1F/±0
Hits low, decent range. |
j.LK: 7F/11F - ?/?
Jumping knee. Good downward hitbox. |
HP: 10F/4F - +4F/+1
Longer range than it looks. Hits crouchers. |
cl.HP: 7F/6F - +2F/-1F
Upwards hitting punch that may stop some crossups. Faster startup and slightly more damaging than cl.HK, but less frame advantage. |
cr.HP: 9F/3~4F - -1F/-4F
Good anti-air normal. Max damage normal. Slightly slower than Crow's. |
j.HP 9F/4F - ?/?
Awkward superman punch. Highest damage jump in. |
HK: 8F/4F - +2F/-1
Upwards roundhouse kick. Hits crouchers. |
cl.HK: 9F/10F - +3F/±0F
Close knee kick with an unusually large amount of active frames as well as a high activation range. Strong meaty attack. |
cr.HK: 9F/3F - -1F/-3F
Low forward yo. Special cancellable, super cancellable. You're going to get real familiar with this normal. |
j.HK: 7F/5F - ?/?
Downwards jump kick. Crosses up. |
Command Normals
LP+LK (Overhead)
Short-hop j.LP. The box is out for a lot longer than it seems, and extends a bit farther down as well. |
HP+HK (Unblockable)
A slower f.st.HP. Despite low speed, has decent range. |
3HK
Sweep. Similar to Ryu's in that it extends out moderately far but recovers slowly. |
6LP
A standing overhead attack. Generally worse than LP+HP due to the fact that Kou can't combo after it, but may catch an unaware opponent more easily thanks to its lower visibility. |
6HK
A hop kick. The recovery frames may be canceled into a special move for a combo. +1 on block. |
Special Moves
Ateyumi – Kagebi 236P
Kou’s fireball. The difference between versions is their speed. 2500 damage. |
Manchuin – Toriuchi 623P
Standard anti-air jumping DP.
|
Himezori – Yuzuruha 214K
A series of kicks similar to the standard Hurricane Kick from SF.
|
Supers
Issha Zetsumei - Onibi 236236P
A multi-hit fireball that knocks down the opponent. Juggles opponents in air. 5 hits. |
Kasanejyumonji - Kijimuna 214214P
A slightly slower cr.HP; on hit, Kou follows up with a knee and a spin kick. 3 hits. |
Combos
0 bars:
- cr.LK, cr.LK xx 623HP
- 6HK xx 623HP
- UOH, cl.HK xx 623HP
- (meaty) cl.HK, cl.HK xx 623HP
- cr.HK xx 214HK
- only works against standing opponents
- (aerial BLC), dash forward, 623HP
- (corner only) (aerial BLC), 623LP, 623LP, 623HP
0.5 bars:
- cr.LK, cr.LK xx EX 214K
- gives Kou more time to set up oki than most of his other combos.
- cl.HK xx EX 236P
- works from max range
1 bar:
- st.HP xx 236236P
- Scary footsie tool. Also Kou's highest damage punisher.
- cr.HP xx 623HP xx 236236P
- Lower damage than the previous combo, but more meter efficient.
- cr.HK xx 236HP xx 236236P
- doesn't work from max range
- (air reset) 236236P
- not a real combo, but safe even when fully parried.
1.5 bars:
- EX 236P, 236236P
- EX 214K, 236236P