Strengths |
Weaknesses
|
- Far reaching pokes and good anti airs
- VERY deceptive crossups
|
- Limited cancels
- Unsafe specials
|
Moveset
Normal Moves
Standing Normals
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
7
|
?
|
?
|
+1
|
+13
|
?
|
|
|
cl.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
5
|
?
|
?
|
+7
|
+15
|
?
|
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
13
|
?
|
?
|
+2
|
+5
|
?
|
|
|
6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
?
|
?
|
?
|
+17
|
?
|
?
|
|
|
cl.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
13
|
?
|
?
|
-6
|
-11
|
?
|
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
7
|
?
|
?
|
+7
|
+19
|
Special, 5A, 5B
|
To cancel this move into a special, you must execute the special move during the hitstop. Otherwise, 5C will either not cancel or chain into 5A/5B instead.
|
|
cl.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
7
|
?
|
?
|
+3
|
+17
|
?
|
|
|
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
12
|
?
|
?
|
-11
|
+1
|
?
|
|
|
cl.5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
11
|
?
|
?
|
+5
|
+8
|
?
|
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
7
|
?
|
?
|
+7
|
+17
|
None
|
This move can link into other crouching normals, some standing normals, and Rising Slash. One of Knight's most useful normals.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
13
|
?
|
?
|
+7
|
+3
|
?
|
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
9
|
?
|
?
|
+7
|
+13
|
?
|
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
11
|
?
|
?
|
Knocks down
|
-1
|
None
|
A deceptively useful move, mainly due to its plentiful active frames. It has surprisingly high priority and can beat or trade a lot of normals and specials. It's prone to whiff punishing, however.
|
|
Aerial Normals
j.8A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.7/9A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.8B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.7/9B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
This move takes Black Knight back down to the ground. It can be used for some left/right mixups, especially on knocked down opponents. However, keep in mind that it's punishable on block.
|
|
j.8C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.7/9C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.8D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
The timing to hit a standing or crouching opponent with this move is narrow. It is easier to use this move on an airborne opponent.
|
|
j.7/9D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
Knocks Down
|
?
|
?
|
|
|
Special Moves
236P 236P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
Mash A
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
Mash B
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
Startup Startup 236P 236P 236P~236P 236P~236P 236P~236P~236P 236P~236P~236P 236P~236P~236P~236P 236P~236P~236P~236P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A
|
?
|
Mid
|
10
|
?
|
?
|
-18
|
-12
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A~236A
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A~236A~236A
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A~236A~236A~236A
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B
|
?
|
Mid
|
15
|
?
|
?
|
-25
|
-24
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B~236B
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B~236B~236B
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B~236B~236B~236B
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623A
|
?
|
Mid
|
8
|
?
|
?
|
Knocks down
|
-20
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623B
|
?
|
Mid
|
8
|
?
|
?
|
Knocks down
|
-33
|
?
|
A great combo ender and anti air. Can beat out most moves. Very unsafe on block.
|
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
214A
|
?
|
N/A
|
?
|
?
|
?
|
N/A
|
N/A
|
None
|
If you come into contact with a projectile while this move is active, the projectile is deflected back at the opponent.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
214B
|
?
|
N/A
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623C
|
?
|
Mid
|
7
|
?
|
?
|
Knocks down
|
-37
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623D
|
?
|
Mid
|
7
|
?
|
?
|
Knocks down
|
-60
|
?
|
|
|
ULTIMATE ATTACK
236KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
Consumes Both Super Gauges
|
|
Combos
Infinites
cl.A microwalk cl.A microwalk cl.A...
Knight's jab infinite. Doesn't work on Korath.
Combo Starters
BNB Combos
2AxN > 623A/B
You can link 2A into Rising Slash. Most of the time, you can do 4-5 2As and the opponent will still be in range to be hit by the DP.
Other Combos
D throw > 623B
Knight can juggle a DP after his D throw. Slightly screen position/character dependent, works most reliably if you grab the opponent slightly outside of the corner where the throw won't sideswitch.
Strategy
General Gameplan
Assist Strategy
Okizeme & Setups
Matchups
Captain America
Black Knight
Thunderstrike
Crystal
Dr. Minerva
Shatterax
Korath
Supremor