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. By that, I mean that he has the BIG hurtbox (slightly smaller than Earth's). To compensate for his BIG hurtbox, he also
has BIG normals, but that itself is a double edged sword, since all swords in this game actually has a hurtbox themselves.
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 most of the cast, his corner carry potential is very strong compared to the other characters,
at the corner is where he really shines. Very strong high/low mixup pressure, along with a strong projectile setup in the corner makes him a force to be reckoned with.
Aside from a big hurtbox and a hurtbox on his sword, he is also extremely dependent on meter, as he cannot in any way end his bnb combos with a hard knockdown unless he spends meter by
either doing a Seal of Time or one of his supers. And opponents with strong setplay generally has a very good advantage against him.
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.
- 623A/B/C is his strongest anti-air 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.
- 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.
- No good wakeup options, as his 623A/B/C is not invincible on startup.
- Without meter, he lacks damage, corner carry and 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 makes him unable to two touch his opponents.
- 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
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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, arguably giving Krayce the best ground movement control of the cast.
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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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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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oh boy 5a but it's a low now Krayce you mad man
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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
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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 god overhead. the only standing overhead normal in the game. extremely fast for an overhead. nearly impossible to react to with the visual clutter of a 236b/c. 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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very bad sweep, honestly just forget this move exists. 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, however it can't be comboed off of
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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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best air-to-air in the game?? big hitbox and very wide range. can hit grounded opponents if done low enough. can't be comboed off of
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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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knocks jumping opponents down. only jump-in that can be comboed off of. somewhat risky to use as a combo starter however since the parry timing is very easy to anticipate
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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. useless until further testing
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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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Chain Combos
Specials
Wind Slice Blade/Sword 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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