KemoFre Fight/Serval

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KFF Art Serv.png

Overview

Serval is a Friend that has appeared in most Kemono Friends media to date and is the mascot of the franchise.

Serval-chan uses her claws to lash out and slash the opponent. Her moveset has a slight resemblance to a certain mutant. She excels at aerial combat and can use her unique "cat jump" and "metronome pounce" to mix up the opponent. She also has decent damage and can easily take off 50% in the right situation.

If you want to pick up a quick character with easy and effective tools, Serval is definitely a great starter character. Be sure to utilize her secret demon flip technique mentioned in the special attack section.

Stats

B Tracking B Cancel Air Dash Meter Gain Meter Level Defense (Guts) Walk Speed Backwalk Speed
Yes No (Double Jump) Normal Normal Normal (1.0) Fast Fast


Pros & Cons

Strengths Weaknesses
  • Speed Serval has fast movement options, and can easily approach or retreat using her movement.
  • Mobility Options Serval has a unique air dash that acts more like a double jump. This can mix up opponents and vary your air time.
  • Good Damage Serval has good juggle options, combo potential, and can burst crush using her D move.
  • Stubby Range Serval has stubby normals and no ranged attacks and struggles against zoners and characters with long reaching normals
  • Strict Timing Many of Serval's juggles and combos have tight timing to not drop. Keep the rhythm up!

Attack Data

Normal Moves (A)

Nya

Launcher Moves (B)

Nya!!

Special Moves (C)

Nya nya!

Wild Liberation Attack (D)

NYANYANYANYANYANYAAAAAAA!!!!!

Strategy

Basic Combos

  • AAA > 6C > AAA > (C > Forward SJ > j.AA > AAA) x 0 ~ 2
    • Basic combo. Juggle the opponent with 6C, then float higher with C to connect the combo.
    • If the opponent is already airborne, skip the AAA> 6C part.
  • AAA > 2C > 22 > Front J > j.AAA > j.A > AAA > Front SJ > j.AA > AAA ~
    • High damage combo using 2C and super dash(22).
    • If you jump immediately after landing, a super jump will happen, so it's a good idea to walk a moment before and then jump.
  • AAA > 2C > 22 > Vertical SJ > j.AAA > j.AA > AAA > Front SJ > j.AA > AAA
    • Combo for corner only. For the vertical SJ from the super dash, hold 2 until you land, then input 8 to super jump.

Launcher Start Combos

These combos begin with a launcher move.
Keep in mind all launcher moves can be countered!

  • B> j.AAA> j.AAA> j.A> AAA> Forward SJ> j.AA> Any Ground Combo
  • 6B> Any Ground Combo
    • Note that from the center of the screen, the opponent does not wall bounce and the juggle height is low.


Jump-In Attack

  • j.B> AAA> Forward SJ> j.AA> Any Ground Combo
    • Bounce to the ground and pick up the opponent in juggle state with A.
  • j.6B> j.AA> AAA> C> Forward SJ> j.AA> AAA


Low Altitude

  • j.6B> j.AA> Walk forward> AAA> 2C> Front SJ> j.AA> AAA
    • If there is a certain height, you can close the distance and connect to 2C.


High Altitude

  • j.6B> j.AAA> j.AA> j.2C> Forward SJ> j.AAA> j.A> AAA
    • Stable combo using J2C.
  • j.6B> j.AAA> j.AA> Forward J> j.AA> AAA
  • j.6B> j.AAA> j.AA> Forward J> j.AAA> j.A> AAA-A
    • Combo that connects to the ground with just a normal attack.
    • Delaying the first j.AA makes it easier to pick up.

Other Combos

  • 4C> Forward SJ> j.AAA> j.A> Any Ground Combo
    • Throw Start. The timing of the forward super jump is rather severe. Since the plinking input is quite effective for Super Jump, try to input it early.


((These combos use 2C as a starter, as it's an invincible reversal option))

  • 2C (2hit)> j.2C> Forward SJ> j.AAA> j.A> Any Ground Combo
    • Stable combo. Except when 2C hits at a weird distance, it will still connect regardless of the height of the opponent.
  • 2C> 22> Front J> j.AAA> j.A> AAA> Front SJ> j.AA> Any Ground Combo
    • High damage combo using super dash. When 2C hits as an anti-air, the float is often too high to pick up.
  • 2C (1-2 hits)> 22> Slight Forward Walk> A> C> Front SJ> j.AA> AAA> Front SJ> j.AA> Any Ground Combo
    • Early cancellation combo from super dash that is advantageous even if blocked.
    • The float is low and the distance makes it easy to hit, so picking up is a little difficult if the opponent is on the ground or anti-aired.

Advanced Technique

Color Palettes

P1 (A)
P2 (B)
P3 (C)
P4 (D)
P5 (E)
P6 (F)
P7 (F Mirror)
P8 (F Team Battle)

Colors are based on Button pressed at CSS. If 2 players press the same button, the latter player will get the next tiered color (i.e. If 2 players press B, the player who selected last will receive P3/C Color)
P7 and P8 can only be selected thru this method by first selecting P6 and the opponent also selecting it. P8 is therefore only accessible in team battle.

Serval's P2 Color is a reference to a Caracal friend, a feline with a similar appearance and outfit.
Her P6 Color is a reference to Cerval/Fake Serval, a Cellian who immitates Serval's appearance.
Her P7 Color is possibly a reference to a Pallas Cat friend.


General
Controls
Menus
HUD
System
Netplay
Glossary
Links
FAQ
Characters
Serval
Kaban
Toki
Tsuchinoko
Arai
Lion
Moose
Shoebill
Konoha
Alpaca
Jaguar
Hippo
Red Fox
Brown Bear
Kinshiko
Timber Wolf
Cerulean