The King of Fighters '99/K'

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Introduction

The new hero of KOF and Kyo's Rival.

Mid tier character. Zoning playstyle


Crouch height: Low

Jump : 3/33/1

Stand Crouch Backdash Run
K' Stand.jpg K' crouch.jpg K' backdash.jpg K' run.jpg



Qualities :

  • Good damage
  • His impassable j.b
  • good juggle combos
  • His j.qcb.b who can surprise in air-to-air
  • Builts meter quickly
  • Fastest short hop of game


Faults :

  • His ineffective Chain Drive (qcf, hcb + P) in matches (bad startup, don't pass on combos, easily punishable) so that this is his more powerful DM
  • Gets little frame traps options
  • little normal attacks gets high priority and almost all have bad recovery and thus easily punishable
  • bad high/low mixup (his f.b is unsafe and have very slow startup and no instant overhead)
  • can just pass dp.a in combos after cr.light attack
  • Haven't viable crossups even if j.d, j.c and j.a can do

Low-tier as Striker (almost unusable in fact).

Movelist

THROWS-------------------------------------------------------------------------


Sport Pile >> When close - b / f + C

Knee Strike >> When close - b / f + D


SPECIAL MOVES------------------------------------------------------------------

Iron Trigger >> qcf + P >> Negates 1-hit projectiles.

   Can be followed with Second Shoot or Second Shell.

/Second Shoot >> After Iron Trigger - f + B

/Second Shell >> After Iron Trigger - f + D >> Negates 1-hit projectiles.

   Juggles.

Crow Bite >> f, d, df + P >> Evades all normal attacks and specials (A).

   Can be followed with Crow Bite follow-up (C).

/Crow Bite follow-up >> After C Crow Bite - f + K >> Overhead.

Minute Spike >> qcb + K >> Can be done in the air.

Blackout >> qcf + K >> Half screen (B).

   Full screen (D).
   Evades normal attacks and projectiles (D).
   

DESPERATION MOVES--------------------------------------------------------------

Chain Drive >> qcf, hcb + P >> The sunglasses that K' throws can negate any 1-hit projectile.

Heat Drive >> qcf, qcf + P, hold P to charge move >> Unblockable when fully charged. (C)


Strategies

Red Color = Hurtbox


Purple / White Color = Hitbox

For Special Moves : Black Color = Hitbox Yellow = Fireball

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/3/4 +5/+3 R,C,S,Su HL
K' clA.jpg
Snkb.gif 5/6/8 -5/-7 R,C,S,Su L
K' cl B.jpg
Snkc.gif 4/3(3)6/12 -2/-4 C,S,Su HL
K' cl C 1.jpg
K' cl C 2.jpg
Snkd.gif 7/3/19 -5/-7 C,S,Su HL
K' cl D.jpg
Standing Far
Snka.gif 4/3/7 +2/0 R HL
K' stA.jpg
Snkb.gif 6/3/14 -5/-7 HL
K' stB.jpg
Snkc.gif 11/6/25 -13/-15 HL
K' stC.jpg
Snkd.gif 12/3+3+3/20 -12/-14 HL
K' st D 1.jpg
K' st D 2 good.jpg
K' st D 3 good.jpg
Snkc.gif+Snkd.gif 11/13/27 KD/-22 S,Su HL
K' CD.jpg
Crouching
Snka.gif 4/5/6 +1/-1 R,C,S,Su HL
K' crA.jpg
Snkb.gif 5/4/6 +2/0 R, S L
K' crB.jpg
Snkc.gif 5/3(3)4/23 -13/-15 C,S,Su HL
K' crC 1.jpg
K' crC 2.jpg
Snkd.gif 8/4/26 KD/-12 C,S,Su L
K' crD.jpg
Jump
Snka.gif 5/15/4 -/- H
K' jump A.jpg
Snkb.gif 5/∞/- -/- H
K' jump B.jpg
Snkc.gif 6/5/10 -/- S H
K' jump C.jpg
Snkd.gif 7/3+4/9 -/- S H
K' j D 1.jpg
K' jump and neutral D.jpg
Snkc.gif+Snkd.gif 14/5/5 KD/- S HL
K' jump CD.jpg
Neutral Jump
Snka.gif 5/11/5 -/- H
K' neutral A.jpg
Snkb.gif 5/16/3 -/- H
K' neutral B.jpg
Snkc.gif 6/8/10 -/- S H
K' neutral C.jpg
Snkd.gif 7/3+4/9 -/- S H
K' j D 1.jpg
K' jump and neutral D.jpg
Hop
Snka.gif 5/10/- -/- H
K' hop A.jpg
Snkb.gif 5/20/- -/- H
K' hop B.jpg
Snkc.gif 6/5/- -/- S H
K' hop C.jpg
Snkd.gif 8/3+4/- -/- S H
K' hop D 1.jpg
K' hop D 2.jpg
Snkc.gif+Snkd.gif 8/3+4/- -/- S H
K' hop CD.jpg
Command Normals

f+Snka.gif

17/17/22 KD/-21 HL
K' forward A.jpg
Counterwire, hard knockdown. Free cancellable out of
f+Snka.gif
(cancel)
/ / -19/-21 S,Su HL

f+Snkb.gif

19/4/22 -9/-11 H
K' forward B.jpg
Knocks down airborne opponent
f+Snkb.gif
(cancel)
19/4/22 -9/-11 S HL Knocks down airborne opponent
Special Moves
qcf+Snka.gif 12/8/16 -8/-10 HL
K' qcf+A.jpg
Ein Trigger - qcf+P
qcf+Snkc.gif 14/8/18 -10/-12 HL
K' qcf+C.jpg
qcf+Snka.gif

> f+Snkb.gif

12/10,2/26 2/0 HL
K' qcf+P, f+K.jpg
Second Shot - f + B (after Ein Trigger)
qcf+Snkc.gif

> f+Snkb.gif

14/18,2/31 2/0 HL
qcf+Snka.gif

> f+Snkd.gif

/ / KD/ HL
K02 QcfPfD1.png
K02 QcfPfD2.png
Second Shell - f + D (after Ein Trigger)
  • Vertical anti-air that knocks opponent into the air for juggles
qcf+Snkc.gif

> f+Snkd.gif

/ / KD/ HL
dp+Snka.gif / / KD/ Su (counter mode) HL
K02 DpA1.png
K02 DpA2.png
K02 DpA3.png
Crow Bites - dp+P
  • dp+C has some startup invincibility
  • Free cancellable into
  • Free cancellable out of on all hits
dp+Snkc.gif / / KD/ Su (counter mode) HL
K02 DpC1.png
K02 DpC2.png
K02 DpC3.png
dp+Snkc.gif

> f+Snkd.gif

/ / KD/ HL
K02 DpCfD1.png
K02 DpCfD2.png

qcf+Snkb.gif

33/ /
K' qcf +K.jpg
Blackout - qcf+K
  • Teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length
  • Can be hit out of it fairly easily
qcf+Snkd.gif 41/-/-

qcb+Snkb.gif

/ / KD/ HL
K' qcb+K.jpg
Minute Spike - qcb+K
  • Can be done in the air as well
  • Free cancellable into
  • Free cancellable out of
qcb+Snkd.gif / / KD/ HL
j.qcb+Snkb.gif / / KD/ HL
K02 JqcbB.png
j.qcb+Snkd.gif / / KD/ HL
K' j qcb D.jpg
DMs
qcfx2+Snka.gif / / KD/ HL
K02 2xqcfP1.png
K02 2xqcfP2.png
Heat Drive - qcfx2+P
  • A version comes out faster, but C version will hit if the opponent is right in front of you
  • Can be held to make unblockable with C version (takes a long time though)
  • Hard knockdown
qcfx2+Snka.gif
(full charge)
1+6+184+7/5+11/29 KD/ -
qcfx2+Snkc.gif / /3 KD/ HL
qcfx2+Snkc.gif
(full charge)
/ / KD/KD -
qcf,hcb+Snka.gif /-/8 -/- HL
K02 QcfhcbP.png
Chain Drive - qcf hcb+P
  • K' throws his sunglasses. If he whiffs, he will stand there for a long time, otherwise he will dash forward
  • Hard knockdown
qcf,hcb+Snkc.gif /-/ -/- HL
qcf,hcb+Snka.gif
(connected)
/ / KD/ HL
K02 QcfhcbP connect.png
qcf,hcb+Snkc.gif
(connected)
/ / KD/ HL
SDM
qcf,hcb+Snka.gif+Snkc.gif /-/ -/- HL
K02 QcfhcbAC.png
Chain Drive - qcf hcb+AC
  • Same properties as qcf hcb+P, except it is not a hard knockdown