The Silver Shade: Kay Dash (Character FAQ for K' on his KoF '2002 incarnation) Version 0.6 on 28-10-2004 Unpublished work from Toxic (also known as Toxic Avanger) el_baron_toxico@hotmail.com ICQ: 146473636 0.1 = First day, added everything. 0.2 = Second day, fixed MAX mode tidbits on 07 section. Fixed small mistakes. 0.5 = Guide finished and many tweaks. -------------------------------------------------------------------------- 00.- Index: -------------------------------------------------------------------------- 00.- Index: Use the number on the index to search for especific features of the FAQ, for example using the search funtion of your OS, for example searching for ' 02.- Why? ' will lead you to that exact part of the FAQ... Wasn't that obvious? 01.- Legend: This does describe the special little nomenclature that I have been using since I write FAQs. 02.- Why?: This describe the whole idea I base the FAQ on. 03.- Throwing Techniques: This descrises K's normal throws... Nothing to write home about. 04.- Command Moves: This describes the command moves that K' posses, here is where the good part comes. 05.- Special Moves: On this topics I have described in detail all of the properties that I have found in K's special moves. 06.- Desperation Moves: Here I analize every "Chou Hissatsu no Waza" that Kay Dash can perform. By the way, Chou Hissatsu no Waza can be translated as 'super techniques of certain kill' or 'desicive moments super techniques'. 07.- Moves Details: Here I describe my experiences using every move that K' posses, from command moves to the DM/SDMs, this is the real thing. I haven't reviewed the normal moves of K' since this guide is thought for someone who properly knows how to throw a punch or a kick ª_ª. 08.- Sample Combos: Here I listed the combos I have found for K', unfortunately nothing really interesting have come to my mind. 09.- Guard Damage Table: Here I have posted and updated my researchs on the Guard Crash feature. 10.- Character Bio: Here can be found the personal info of this NESTS traitor, from his official bio to my very own resume of his storyline and his seiyuu. 11.- Character Dialogs: Here I have listed the words used by this warrior, since I don't have any knowledge on japanese this is only a compilation of other people work, if you do want to go indeep on this I suggest you to read who they are on the credits section and search for their works on GameFAQs. 12.- Character Post Battle Quotes: I have done some little research thinking on K's post battle quotes, here you can check them all. 13.- Personal Take: My own personal stand when playing this character. 14.- Credits: Here I do mention the people who have indirectly contribued to the creation of this FAQ, please do heed them as they might have interesting stories to tell you. -------------------------------------------------------------------------- 01.- Legend: -------------------------------------------------------------------------- A = weak punch B = weak kick C = strong punch D = strong kick cr = crouching cls = close standing far = far standing ~ = quick button press * = autor comments # = counter wire attack + = super cancel fwd = foward -------------------------------------------------------------------------- 02.- Why?: -------------------------------------------------------------------------- Ever since the beginning SNK has always had in mind K' as a more technical character than any other of their main characters; they did try to provide him with tools to confuse and force the enemy into a certain direction of gameplay; K' has pased from being the "low powered" '99 K' with great sheer power and little advantages; then he stepped up in the altar with his "high powered" '2000 incursion with good sheer power and more abusive specials move; then in '2001 K' met many changes on his speed, you could say that K' has recopiled the worst of his '99 & '2000, but even if that's true he does still have the power to tremble with the strong ones. Here in '2002 you are still dealing with the '2001 K', he does slightly less damage with some moves and other remain unchanged; but the one thing I'm certain is that now more than ever K' does require the necessary level of skill & knowledge to make him shine. He is nothing like those Mortal Kombat Leona (jump back, jump foward), those Virtua Fighter Daimon (quick button press) or those Street Fighter Iori (simple, dull & almost unescapable traps) (By the way; I'm not trying to actually offend people who DO posses skill when controlling those characters). In the whole, recently I have been feeling great simpaty for K' mainly because he is the only "consequent" couple for my main man: Maxima and also because if odds wants it and NESTS characters are to dissapear, K' will be one of the few with chances of surviving the cast cut. So, I have chosen this year to express my experiences and details when using this character; you could say that I'm a villain who has overcomed more than 1000000 battles, but after all I don't live on Honk Kong, Japan, Malasia or Korea; my town is definetly not the center of the video game world nor even a decent place to live... We are a third world country after all, so don't bother me asking for strategies or tips; the only thing I have done and that I'll do is to give you every little detail that I have collected when playing this character, since this is my first choice partener for Maxima; and even though this FAQ is no more than an accident to my upcoming Maxima FAQ I have done my very best to explain what I do with K' and how do I do it, and I have achieved good results using such knowledge. -------------------------------------------------------------------------- 03.- Throwing Techniques: -------------------------------------------------------------------------- Stop Pile: Normal C throw, this throw will knock down the enemy right next to you giving you a slight and almost useless advantage; since the enemy can't roll recover from this, unfortunately this throw has a somewhat big throw escape window. Knee Strike: Normal D throw, in this oportunity K' will swap sides with the enemy throwing them away after a 'knee strike', the enemy can roll recover from this move, just like the previous throw this has a somewhat big throw escape window. -------------------------------------------------------------------------- 04.- Command Moves: -------------------------------------------------------------------------- Move name: One Inch Move command: fwd + A This attack, by itself, is a knock down attack, also note that the enemy will not be able to roll recover from this attack. That will happen in normal conditions, if this move hits on counter it will produce a counter wire attack; sadly these properties can be hardly used. Please do note that this move can be super canceled without wasting any extra bars; just like Maxima's fwd + A Mongolian move; so odds says that if you do manage the counter wire attack you'll be following it up with the Qcf x 2 Heat Drive DM. Please do note that if you interrupt this move it will lose all of it's qualities (counter wire, knock down), but it will become cancelable. Move name: Knee Assault Move command: fwd + B This move it's an overhead, thus it must be blocked standing; the biggest withdraw is that this move as a HUGE disadvantage even if it his, K' can be throwed by special, DM, SDM or HSDM throws, also K' can be hit by fast attacks, like most A jabs or special/commands moves with similar speed. Fortunatly not many people know about this so vulnerable spot and won't take the deserved advantage from it. Just like the previous command move, this attack will lose all of it's special properties if you interrupt something with it, but you will be able to interrupt it; and since you are in the air your only choice is the air Qcb + B/D Minute Spike. -------------------------------------------------------------------------- 05.- Special Moves: -------------------------------------------------------------------------- Move name: Minute Spike Move command: Qcb + B/D Using this move will produce K' to rush foward with a quick kick; please do note that this move can be performed on the mid air. As almost every over "distance covering" move the weak version of this move will travel a short distance and will be a little more easy to control since most of the time you could fell safe if this move is blocked at the right distance (but don't be fooled, you are not safe); the strong version travels a greater distance, moves faster but might leave you in an difficult position if blocked. Do note that I have read some FAQs say that the air version of this move has regained it's autoguard, I have found this statement to be nothing more than a big bag of air. Please also note that the ground version of this move has a follow up. Move name: Narrow Spike Move command: Qcb + B/D Move requirements: Input the command before the Minute Spike move finishes You can input this move before the kick of the prior move hits or after it does so; this move hits low and can be super canceled (again, remember that super canceling wastes a bar not counting the one used for the Desperation Move); thus this move does leave the enemy open if it hits (otherwise the super cancel feature would be wasted). Many people do think that this move leaves you safe if blocked, they are not wrong, they are DEAD WRONG as this move leaves you in similar conditions than the fwd + B knee assault. Move name: Crow Bites Move command: Upc + A/C The typical uppercut kind of move that almost no sprite based main character lacks (remember, poligons based games are wrongly know as "3D" while sprite/raster based games are unpolished called "2D"). Aside the uninteresting info, the A version of this move is almost totally different if put next to the C version of this move: - First we have that the A version is really fast and can be comboed from light attacks. - Secondly we have that the A version is not invincible, unlike the C version of the move. - On thrid place we got that the A version can be supercanceled on the first or second hit. - On fourth place we got that the A version recovers faster than the C version (put still leaves you awfully vulnerable). - Lastly we got that the A version hits only twice, unlike the C version. If we look at the C version we have: - The C version provides invincibility on the first hit. - The C version as a posible follow up. - The C version hits 3 times (without it's follow up) - The C version can only be super canceled on the first hit. - The C version comes out slower than the A version. - The C version deals more damage. - The C version doesn't knock down on the first hit. - The C version leaves you even MORE vulnerable than the A version (let's say that the opposition has a world of time to hit you if they block the A version, if they block the C they have a world of time plus four weeks ª_ª). Move name: Tsuika Kougeki (Additional Attack) Move command: Fwd + B/D Move requirements: Input the command right after the last hit of the C Crow Bites hits. This will only add damage to the Crow Bites, it does not have a higer purpose; the only thing worth mentioning is that this move will increase even more the recovery time of the initial move, so it's advisable that you only use this when the move succesfully connect. Move name: Eins Trigger (First Trigger/One Trigger *German*) Move command: Qcf + A/C As so many other K' moves, this move have different properties if you performing with the A button rather than the C button. Aside that they both share saeveral qualities; both versions have two possible follow ups, both versions are a projectile, both versions act like their '2001 counterpart; both versions can not stop DM projectiles (unlike the good old past), neither version can catch an air bounced enemy. The main issue is that just like the '2001 eins trigger, both version are awfully slow and easy to evade, making this a tool more suited for close range fighting, please do note that if you do not follow up this move it can leave you open for retalation if blocked, here are the few differences the moves have. - The A version knocks down the enemy, unlike the C version. - The C version of the enemy is quick enough to be comboed from jabs, unlike the A version. - The A version produce 'slow' follow ups unlike the C version that produces 'fast' follow ups. Move name: Second Shoot Move command: Fwd + B Move requirements: Input the command right after peforming the Eins Trigger. Using this will make K' throw foward the flames used for the ein trigger; this move is a projectile and depending on the strenght used will mark the speed of the pojectile. Please do note that this move will knock down the enemy and will leave the enemy open to further damage only for a few moments. Move name: Second Shell Move command: Fwd + D Move requirements: Input the command right after peforming the Eins Trigger. This move as short range, K' will throw the fire produced by the trigger upwards, upon successful hit the enemy will be left open for a fairly decent amount of time; despise the strenght of the trigger this move seems to always have the same properties, so I'm still wondering if I should separate them on weak and strong. Move name: Black Out Move command: Qcf + B/D The main pupose of this FAQ, the Black Out; the black out is a teleport move that will make K' slide foward... The overall uselfulness of this move depends on the version you use, the B version will slide slowly and will not travel a big distance (something like half screen) while the D version will move fairly quickly and will cover for about one screen and a half; in my own experience the D version is way more useful than the B version, as in almost every situation the B version creates the enemy has the upper hand, I will get into more detail later. -------------------------------------------------------------------------- 06.- Desperation Moves: -------------------------------------------------------------------------- Move name: Heat Driver Move command: Qcf x 2 + A or C This move will make K' rush foward punching the enemy; though the damage is nothing to write home about you have to admit that the feeling of saying to the enemy "It's enough" can surely put behind the stress of a hard day, I know that for sure ª_ª. The C version of this move is slower to come out, but travels a bigger distance; the A version comes out faster but doesn't go that far away; please do note that if the enemy is extremely close the A version will miss while the C version will not. Note that this move can be delayed if you hold down the button pressed, not that if you delay the move for whole 4 seconds the move will become unblockable. Move name: Chain Driver Move command: Qcf, Hcb + A/C With this K' will throw foward his sunglasses in an attempt to hit the enemy, if the glasses hits, get dispeled by other projectile or get blocked K' will rush foward with an elbow attack, if the elbow does connect K' will follow it with several other attacks; speaking of damage this is K' best DM, speaking of recovery time if the elbow gets blocked or if the glasses whiffs start to pray insanely as K' will be left open FOR A LOT OF TIME; in this case the best possible scenario is that the enemy doesn't take the best profit from your vulnerability (for example the enemy could start a jumping combo if the glasses miss, if they don't you are winning energy from their natural stupidity). This move has two special caracteristics; on the right circinstances the elbow can hit a mid air enemy (but you must time it right) and this move can be performed as a SDM if you are in MAX mode and you have an extra bar, on wich case you must use A+C to perform the move. An please do note that the SDM version of this move offers COMPLETE invulnerability during several of the first frames of the move. Move name: Crimson Star Road Move command: Qcb + C~A If you don't know by now, the timming for this move is WAY more plausible than Ryo's unblockable SDM; and just like that SDM this move is unblockable, sadly enough this has to be one of the more useless HSDMs of the game, heck; it has to be one of the useless moves of the game; it's slow, it has short range, it easy to escape, it produces little damage, it's easy to be knocked out off; the only oportunity you got to use this will be if the enemy wouldn't know it's proterties, but you and I know that THAT won't happen. It's even more depressing to know that this move isn't granted on any circunstance. -------------------------------------------------------------------------- 07.- Moves Details: -------------------------------------------------------------------------- - Is my philosophy that breaking your guard with a CD counter is the most useless and patetichal effort of gaining the upper hand; wasting the important possibilities than a hardly earned power stock can bring is a foolish mistake that many people call "strategy", even though such resourse can show to be useful I advise to avoid it like the plague. The other reason for that made me despise the CD guard counter attack are the so many strategies I have to nulify them. Players that waste every bar on a guard CD counter are the easier ones to dipatch; for example you can give a crouncing C canceled on a C crow bites or even a A crow bites, if the enemy guard breaked the crouching C the crow bites will knock it off of his guard counter attack; because such guard breaks are only quick, not invincible, of course in this similar case if the enemy didn't used the guard counter you are meat. A safest way to use the weakness of such methods is to jump and hit at the lowest height (the height need to properly start a combo from a normal jump) if the enemy did guard counter that jumping attack you'll have more than the time required to block and take advantage of the awful recovery time that in most cases the CD guard break gives. And finally another reason for me to despise the CD guard break is the fact that the roll AB guard counter move is soo good on the right circunstances, it certainly can be a better call in many cases. And lastly I do advise if you want to turn the tables you better build up you skills, knowledge and reflex rather than take the stupid way out; after all that is the whole idea of my gameplay; that just like chess, the one who thinks more and that uses more intellect wins... Of course that having a Goro Daimon pressing B and D like a trained monkey can make this task hard... And even more enjoyable if succesfully achieved. - I also believe that using MAX mode does not grant any espectacular advantage to K'; he doesn't only lack powerful combos or plays in this mode but it also almost every 100% of the time such mode will trigger a reaction on the opposition, reaction that says "I better play carefuly so I don't eat a SDM", over all the only move special moves you can use to cancel are the crow bites and the minute spike or narrow spike, and you can cancel them from the command moves, normal moves or those same moves (but not THE same move, for example cancel the crow bites with the minute spike, but not the narrow spike with the minute). - I believe that there are two ways to make good use of the counter wire attack feature of the One Inch move, the first and the more risky is to use it simulaneosly to an enemy short jump; if the distance is right (K' being away from the enemy), if the timming was right (the move inputed excatly the same time (you got to anticipate it for characters with quick jumps like Chris or Kula) and the enemy DID attacked it will produce the counter wire, if some of the above conditions failed you will either trade hits or be knocked out. The few circunstances where this not work are if the enemy has a very large jump (like Choi), if the enemy used a CD attack (if they hit you knocking you down will waste the counter wire) or if the enemy as any special air move or command move that can help then to avoid the play (like Mai's dn + B, Robert's Qcb + B or D). The other circunstance where the One Inch can be effective is when the enemy is knocked down and can't roll recover (Heat Driver) or choose not to do so; in those cases you can put K' at a safe distance and use the One Inch attack from said safe distance and BEFORE the enemy stands up, so the move hits on it's last frames (right after the screen trembles), in that case you'll be safe if the enemy block and you'll have advantage over almost every move the enemy does, if done right you'll even be safe if the enemy stands up and rolls. The few circunstances where this trick won't work are that the enemy has an invincible move (K9999 Moon DM for example), or if the enemy has a counter attack move (but it most cases you should hit them at the starting point of the moce), or if the enemy has a special throw and you are not at the right distance; since the One Inch have a lot of priority it can even be able to stop high priority DMs like Iori's Maiden Smasher if timmed right, unfortunately differents moves needs different timming to be stopped... Darn, maybe this is way too hard to master to worth the trouble, as some moves are DAMN HARD to stop like the already said Maiden Smasher and most DMs/SDMs (then again, that's due to the "black screen" that almost every stock wasting move has; that "black screen" can "eat up" the value of your attack; fairly bothersome I must say). Please do note that to avoid giving a step foward (issue fairly normal with the fwd + A command) perform it as A~fwd and K' will buffer it without that bothersome step foward, step that can ruin the whole strategy you might be aiming for. - Do you remember that the Knee Assault does leave you open even if it hits?? Well, if you are in MAX mode and you interrupt it with a Qcb + B you won't be open when it hits as the second hit knocks down, sadly if the enemy blocks both moves you are still in trouble. - You can attempt to make a cross up using the air B minute spike; because if you jump behind the enemy and input the Qcb + B to the 'right' side K' will launch himself where the enemy is, saddly enough this play isn't as quick to be used frecuently as powerful weapon. I do advise you to use the B version as it's quicker and because the D version might miss since K' gives a bigger jump while kicking. - The usefulness of the Eins Trigger gets boosted to the maximun when the enemy is on the corner; as in almost every circunstance the enemy will be hit by the two attacks, unlike when the opposition is out on the open, where connecting both hits needs almost zero distance. Also please do note that this time around no enemy can crouch block and evade the second shell of course that is if they are within the short range of the move. Also take in consideration that the Ein Trigger can be a powerful weapon against the enemies who focus their strategies on fireballs; since you can stop the fireball with the trigger and hit the enemy with the second shell; if you are close (less than half screen) the second shoot is granted; and if you are even closer the second shell is granted giving you chances to land more attacks (A Heat Driver anyone?), of course being the best choice damaging wise the second shell is also the most risky for you if wrongly used. And finally do recall that using the Eins Trigger without any reason will be the fastest way to lose your character, ALWAYS know what you are doing. Despise popular belief, the Second Shell IS NOT an effective anti-air, even since the eins trigger is a projectile IT CAN BE HIT by high priority moves on the right circunstances, in almost every circunstance in fact, again; know what you are doing. Running cr A into Qcf + C could prove to be your best friend if you seek pressure, master it so you won't get a Upc instead. Also please do note that if the enemy is on the corner and if there is zero distance between it and you the second shoot WILL ALWAYS WHIFF leaving you in a very complicated position. Very important note -> The weak version of the trigger come out slower than the C version but they recover faster than the C version; for example A Qcf + A is a good bait because it recovers quickly, it's better than a Qcf + C; in a similar fashion we got that a Qcf + A, fwd + D is safe when bloqued on the corner, while a Qcf + C, fwd + D might leave you vulnerable to weak attacks on the corner (characters like Maxima or Angel can really exploy this), so if you plan nasty corner traps on a blocking enemy do it with the A version, while to succesfuly combo try to use the C version. - It's absolutely forbidden to use the super cancel feature of the crow bites when the enemy is on the corner; this is mainly because both the Heat Driver and the Chain Driver aren't as effective on the corner; for example if you cancel the second hit of the A crow bites be 100% certain that any DM/SDM that you use will not connect, also note that canceling the first hit of the A crow bites with the Heat Driver won't work either; strangely enough canceling the same first impact A crow bites with the chain drive will work on most characters. The C crow bites follows the same super cancelation rules since it doesn't knock down the enemy. Also note that since the C crow bites leave the enemy standing using it from far distance will result in only the first hit connecting and the rest of it whiffing; in other cases you can easily dodge a fireball throwed by an enemy with the invincibility of the first hit and then catch them with the rest of the move, at due distance of course. - The black out, not it's for real; I must say that the whole reason I have even bothered with K' is because he has a teleporting move; Athena's and Chris teleports are good, but not a mandatory weapon for the character gameplay (unlike the great Lin); since I am really into the NESTS saga (and yes, I like the NESTS saga even though I have been with SNK since 91' and thus the whole Orochi thing wich -as I said- I don't preffer over the NESTS saga issue). Since Lin is not there I have to somewhat rely on K'. Since K' has "heavy equipement" to fight head on most people choose to ignore this move (heck, now that there are Orochi saga exclusive character I have hardly seen anyone pic K', they are to busy with Billy, Orochi Yashiro and/or other natural born powerhouses). Well, enough of my speeches; no matter what anyone says this move is GOOD, but learning how to use it is by far the hardest task with this character; the Black Out has safe points and dangerous points, the most dangerous points that you must evade are the beggining and the ending; so it's necessary that you are outside enemy reach when you are on these points. The safest points you got are right before "dissapearing" and while you can't see K', note that you are totally vulnerable on any spot, but due to the speed that K' moves odds says that you'll dodge almost anything that the enemy has to throw at you; heck, if the enemy throws a fireball and you correctly timmed the teleport K' can pass trough the enemy before they throw the fireball. Unfortunatly the B version does not posses such safe spots and can be knocked out easily, the better use I got to the B version is to approach the enemy from afar; for example if the enemy is at full screen distance and in the floor the B black out will get you on the safe distance for the D black out (wich is for about half screen away from the enemy) then I advise you to use the other black out, of course; If you do not have any advantage from the B black out the enemy will knock you down for sure. One question rises from this; Why would anyone want to know when is safe to use the black out?? The whole idea of the black out is to get the enemy on it's nerves because they can't hit you; your main objective is to confuse the enemy; for example if you succesfuly black out dodging an enemy attack and the enemy used a heavy attack or an Uppercut and missed you have chances of using the A Heat Driver to hit them while they are open, but as K' is slower than Lin this task is hard, and since the B minute spike is faster it has much better chances of success; the other circunstance where the black out is useful is when the enemy waits when the move is about to end to attack, at the right distance they will be far they when they try to hit you; since almost every far attack is somewhat slow to come out you have the opportunity to use the MAX Chain Driver to evade and hit the attacking enemy; sadly this strategy isn't as effective as last year since you have to be on MAX mode making you more predictable... It was so nice before. Other purposes to the black out are to get out of the corner and to mainly piss of the enemy; believe me when I said that if you spend a lot of the time running away the enemy will blindly try to hit you by any means; being able to foresee that can bring great advantage. The main problem of the black out is found if you fight enemies that fight based on light attacks; not only light attacks have the better chances to hit K' while he is teleporting but also they have the safest recovery if they miss, thus neutralizing the possible damage that the move can bring, at least you still got the psychological factor; you also must use caution when the enemy throws to many fireballs; I said that the black out can evade fireballs on the right circunstances, but those circunstances can not be triggered always and you can be hit, in that case I do tell you to heed the notes on the ein trigger, other of your worst enemies are normal throws, though is not easy to throw K' out of the Black Out there is always that lucky bastard... Well, it all depends on who you are fighting, some opponents unwillingly allow you to use this move as you please, while other made almost impossible it's proper use, it all depends on you knowing what you are doing. For the record, when using the D black out you must have almost no worries of being hit by low attacks, since those low attacks are the easier to evade when using this move, not counting low fireballs. Also, note that one of my favorites strategies is to connect the second shell on the corner, a CD attack and then a B black out; if you landed the Heavy Attack very early the enemy wouldn't have any advantage, in fact you have the advantage on that situation; afortunately some enemies can't avoid the temptation of inputing that special throw... - As anyone know K' posses an invincible attack: the C crow bites, but even if you are invencible to attacks K' is still vulnerable to special or DM/SDM/HSDM throws; fortunately K' has moves that are invulnerable to such throws, those are the Chain Driver and the Heat Drive. For the heat driver I KNOW that is invulnerable to throws while he is holding the fire in his hand and it's not moving, for the chain driver I know that he is invulnerable when he is throwing is glasses, unfortunately I haven't tested these moves against every special throw of the game but I have dodged several special throws with them. Other factor to take in notice is that since the enemy can't throw you if they attempt to normal throw they will get a close standing attack instead of the throw; and since the DM Chain Driver and the Heat Driver are vulnerable to attacks that could work against you; other bad point is the stupid black screen that every DM triggers, that is like a warning signal to the enemy "don't do anything, just block"; I could play much more efficiently if such bothersome detail was left out. - Please do note that when the Heat Driver touches the coner end of the scenario the move will be stopped, for that reason you must use with care if you plan to connect it after a Second Sell on said circunstance, as you have to release it on the latest moment. -------------------------------------------------------------------------- 08.- Sample Combos: -------------------------------------------------------------------------- Independent low combos: - cls B; Qcf + C, fwd + B. * Easy, just be careful not to get by accident the C crow bites as that move will leave you open if blocked, but will connect from close. - cr B; cls B; Qcf + C, fwd + B. * Easy just require short distance between you and the enemy. - cr B; cr A; Upc + A. * As all the above, you need to be close. - cr B; cr A; Qcb + C. * This combo is thought if you are not close to the enemy. Independent combos: - cr C; fwd + A; Qcb + B. * Hold df or db so you don't get the Qcf + A. - cls D; fwd + B; Qcb + B. * Unlike the previous KoF, this will connect on everyone even if they are crouching. - fwd + A, Qcf x 2 + A. # This combo uses the counter wire attack feature. * Depending on the distance with the corner you have to time the DM. - cls C (1 hit); fwd + A; [Qcb + B], Qcb + B, Qcf, Hcb + A. * Do it fast, there is no technique to it. + This combo uses the super cancel feature. - cr C; fwd + A; Qcf, Hcb + A. * The DM can be performed as MAX as well. Max mode combos: - cr B; cr A; Upc + A (1 hit), Qcb + B. * Against some enemies the first hit of the crow bites will miss and will only hit the second, against those enemies this combo is impossible... Did you notice that the damage is crap?? - cls C (1 hit); Upc + C (2 hits), Qcb + B. * Replace the standard follow up with the minute spikes; then again the flu can make bigger damage than these pitiful escuses. Corner combos: - cr C; fwd + A; Qcf + C, fwd + D; Upc + A. * You must run after the second shell so the crow bites hits twice. - cls C (1 hit); fwd + A; [Qcb + B], Qcb + B; Upc + A. * Quick fingers, nothing more to it. - cls D; fwd + A; Qcf + A, fwd + B, Upc + A (1 hit), Qcf x 2 + A. + This combo uses the super cancel feature. * We got an exception here; the first hit of the crow bites must whiff and you must super cancel the second; the only reason of why the Heat Driver hits is because you are somewhat far from the corner. - cr C, max mode; cr C; Qcf + A, fwd + D, Upc + A, Qcb + D, Qcb + B; Upc + A, Qcb + D, Qcb + B; Upc + A, Qcb + D, Qcb + B; Upc + A (1 hit), Qcf, Hcb + A. + This combo uses the Max mode and super cancel features. * When you activate the max mode run with the cr C; the Upc + A must be canceled in the second hit and must be landed deep; the Qcb + D, Qcb + B must be done pretty fast. This wastes 3 bars. -------------------------------------------------------------------------- 09.- Guard Damage Table: -------------------------------------------------------------------------- Ever since '96, the KoF saga as featured the Guard Crush possiblity, but Guard Crush isn't something based on magic as most people think; like any thing made by the man, Guard Crush has its logic and "modus operandi", only that this time around the game actually shows you when your guard is reaching a critical point. As I have been saying since I got Internet, guard crush doesn't depend on the character that blocks, it depends on the attack that gets blocked; here I will list K' attacks that damage the guard in a greater degree. Misunderstand me not, even though Guard Crush is a useful feature to the offensive player is not something you should memorize or should base your whole gameplay on, but in certain cases it can be useful, for example my record is to successfuly produce Guard Crush 3 times in a round. - The cr C does 14% of guard damage. - The far D does 13% of guard damage. - The cls D does 14% of guard damage. - The far C does 11% of damage. - The jumping C does 11% of guard damage. - The CD attack does 9% of guard damage. - The jumping CD attack also does 9% of guard damage. - The Eins Trigger + Second Shell do 23% of guard damage, being something 10% the A Eins Trigger, if you choose to use the C Eins trigger be careful as it's damage is 7%. - The Eins Trigger + Second Shoot do 17% of guard damage with the C version. - The Minute Spike + Narrow Spike do something like 11% of guard damage, but since it can leave you open I can't advise to use it. Please do note that the Guard Crush Meter starts flashing red at for about 15 percent, obviously the guard breaks when you complete the 100%. Also please do note that said Guard Meter regenerates for about 2% for every second that passes by, it doesn't matter if the enemy is under attack or not. ... Some notes about Guard Crush: If you break the guard with a Second Shell on the mid screen that's too bad; you can't make anything out of it; but if you break the guard with the Second Shell on the corner then you can land a cr A and then the C Eins Trigger and a subsecuent Second Shell XD. -------------------------------------------------------------------------- 10.- Character Bio: -------------------------------------------------------------------------- Bio: Alias: K' (read as K Dash) Real Name: Unknown Fighting Style: Violence Birthdare: Unknown Age: Presumed to be between 16 to 18 Birthplace: Unknown Blood Type: Unknown Height: 1.83 mtrs Wight: 65 kgrs. Hobbies: None Favorite Food: Beef Jerky Best Post: None (formerly reported to be weak at sports) Prized Things: Nothing Dislikes: The King of Fighters The voice of this character is given by monsieur Yuuki Matsuda. If you don't know by now K's back says 'Best of Prey'. Palette Swaps: A = White hair, black biker suit, red glove. B = White bright hair, blue biker suit, grey glove. C = Yellow hair, red biker suit, grey glove. D = Light blue hair, purple biker suit, light yellow glove. All colors have dark skin except the D button that is very pale, since it uses the same palette that Kula, B button is my personal favorite, but of course that doesn't matters. ª_ª Story: K' first incursion in the KoF tournament was nothing more than a trial for NESTS mass production biological weapons. K' was supposed to become the strongest fighter in the tournament and then his information was going to be sent to an army of Kyo clones. K' had absolutely no memory of his past nor any idea of who he really where, that plus the fact of him being forced to participate in the tournament (under who knows what circunstances) made K' a reather vicious and violent character that did lead his team to the finals. He and his only known friend, the cyborg named Maxima where declared as 'dispensable' by the NESTS cartel and after surviving a fight with K' "supposed original" Krizalid they went lost. Unknwon reports indicate that it was actually Kyo Kusanagi who saved K' and Maxima from the clutches of the cartel, netheless the reality remains uncertain. K' believed himself a mere clone of the late Krizalid and when on a violent riot, trashing as many NESTS facilities he could find; K' and Maxima seemed interested only in trashing the world conquest hungry cartel... Announcements to the '2000 tournament where made and K' and Maxima where requested by an unknwon faction to participate on said tourney, believing that NESTS was involved... And indeed they where, but not as the organizers, but as the 'victims', since the whole object of the tournament was to track down NESTS cartel main quarters and take them down using a line of 20 satellites. Under such circunstances NESTS opted to assamble a team to stop such threats, the team consisted of one fighter 'created' to eliminate K'; one cyborg named Candy and two elite soldiers, Foxy and Diana... While the NESTS memebers did pose a major threat to K', Maxima and they partners it is known that their objective is not the termination of such characters, but stopping or siezing the 20 satellites. During the final match all pieces fell into place: A man of the unkown agency showed himself as an ex-member of NESTS and tried to sieze the satellites succesfully doing so... More unkown reports indicate that while the traitor fought with the two final teams (both teams assambled by such agency) the NESTS members destroyed the control device of the 20 satellites, weither this might be true or don't; south town did get blown to the sky and one of the NESTS crew did met it's end: The cyborg Candy got destroyed. After such incident, K' was contacted by one of Heiderns agents and revealed herself as K's sister, thus meaning that Krizalid was the clone and that K' was a normal being deprived of his past. She joined with the two revels and the three of them began preparations to the NESTS cartel fall. During '2001 NESTS made yet another plan to achieve world conquest and pose as the organizer of the tournament, the plan was simple; deploy a team to destroy the traitors, if that fails master NESTS son and second in command 'Ignisu' (Ignition) and Original Zero would dispose of them... The traitors got to surpass NESTS team and Zero's team; with the help of yet another NESTS enemy, the Hizoku Clan Ninja: Lin. The plot grew bigger when Igniz declared himself as the leader of NESTS and betrayed his father slaying him, Igniz said that K', Kula, Whip & K49 where nothing more than lifeless products to achieve his ambition, instead of using a organization to conquer the world he would do so by his own power. He did failed in defeating the traitors and commited suicide with the intention of killing everyone via crashing the space station they where fighting on. Present records indicate that Foxy was killed by one of her own team members: K49, also Original Zero and Advanced Krizalid (the same Krizalid that was hosting the tournament in '99 and was saved by Original Zero) are reported as missing in action since the space craft they where on was destroyed. NESTS's secretary Misty and Ron, third member of Zero's team are known to have survived the conflict and are confirmed to be on earth plotting more evil deeds, K49 and his unseparable partner Annhell have been reported as 'no important' and their whereabouts are unknown, as for the rest of cartel it was destroyed by Heidern forces. It is known that Diana and Kula have joined the K' & Whip while Maxima is taking his own path. Would fate reunite these humans to do battle again?? Only time will tell. Notes -> Foxy has recently stated to be alive in the KoF aniversary site ;P -------------------------------------------------------------------------- 11.- Character Dialogs: -------------------------------------------------------------------------- At first is the offical translation speech, after the slash is the possible and not too correct interpetation. Within brackets is the speech that I hear, I can some what recognize but I have no idea of how it's written. If anything is within * it must be considered author comment. Introduction speech: Ore hitori de juubun da! Just me is enough / I'm more than enough for you Taunting speech: Namen ja neezo! Don't understimate me! Roll recover speech: Yaru janai ka! You are pretty good! / You are good! he? Defeated speech: [Nanda toha] / What went wrong? / How can this happen? / WHAT'S THIS?? Performing Knee Asault: [Garrode/Yaro] * ... Or do I want to see something of Gundam badly or Eolith/Plamore are teasing the Gundam X main character... I doubt he says that and I also doubt that THAT has any actual meanning. I have seen translated Yaro has an expression used to hurry up someone, but I doubt the accuracy of my memory at this time ;)* Performing Black Out: [Tateruze] * Fow what I understand K' is saying to his enemy 'Stop me', then again I understand very little about this world and it's people ;P * Performing Second Shoot: [Ike Ura] * I have seen 'Ike' translated as 'go', while I have seen the word 'ura' has "let's" or any other word that implies doing an action, so I think that K' talks to the fire or the enemy saying 'Hurry to go' * Performing Second Shell: [Tobe/Tome Ura] * I saw tome translated as eight, but I doubt that THAT was right, tobe is translated as "fly", so in here K' should be speaking to his enemy "hurry to fly", "Go up" or something to that extent. * Performing Heat Driver: Mou ii da It's enough Performing Chain Driver: Sora yo! Ora! Ora! Ora! Doushita? Ha! Here! Come on! Come on! Come on! How was it? Ha! Performing Crimson Star Road: Tekagen nashi da ze... Kuro da... Makuro! I'm not going to hold back... Black... Pure black! B button victory pose: Temae ja yaku busoku nan da yo! You're not enough for me! C button victory pose: Waka jai ne na? Don't you understand? Introduction speech against K49: Kii kii hime wo agasasette yaru ze! I'M GONNA MAKE YOU SCREAM / I'M GONNA MAKE YOU SCREAM LIKE A LITTLE BOY! Introduction speech against Maxima: Tekangen nashi da ze... I'm not gonna hold back... Introduction speech aganinst Kula: Tsubusozu Kora! I'll CRUSH you! Victory speech over K49: Otokono hisuteri wa teni oenai ze! I can't do much about screaming boys! Victory speech over Kula: Boku-chan te dare nanda yo! So WHO's the little boy!? / So WHO is the little boy now!? * This makes reference to his vs Kula intro; where Diana taunts K', calling him little boy * -------------------------------------------------------------------------- 12.- Character Post Battle Quotes: -------------------------------------------------------------------------- Selectable Quotes D button / A button: Put you three together... And you get a bunch of losers. B button: Guilty... As Charged C button: Everyone wants it but there is no shortcut to freedom. Character Specific Quotes K' over K9999 You talk good fight! Now go whimper in the corner K' over Maxima It's always like this with you, isn't it? K' over Kula You just bleed there and think about what you've done. K' over Whip That's quite a pilgrimage you made -------------------------------------------------------------------------- 13.- Personal Take: -------------------------------------------------------------------------- Well, K' players do need to work more to deal their damage; at least that's why I sense whenever I see the players here: They always ditch K' preffering stronger characters. Let me tell you, K' is not weak and is not a natural born tier; he is tough but his whole gameplay rely on you working up around K's weakness, it's true that he musn't be qualified as a "hard character" to learn; don't get pumped up, you'll have to think and work more; but not as much as an Angel player will need to; even somewhat easy characters to use like Mei Lee or Kula need similar work to K'. The thing is; I believe K' should be used as a "stock builder" character; his super cancel doesn't do that neat damage -tough useful- and the MAX mode make his SDM being seen miles away, putting the enemy on a defensive position and wasting the possible advantages that the invincibility of the move can bring. Is true that you can use several strategies with a defensive enemy, but such strategies will be "powered down" due to the lesser damage you do in MAX mode, I personally find that mode useless with my characters, but if you play characters like Yamazaki you'll have to disagree ª_ª, but as I said I FIND THE MAX MODE USELESS WITH MY CHARACTERS. The lone reason I trust soo much in the Black Out and it's speed is due to the name of this character; "Kay Dash", I found it in correct for a character that is named "Dash" to be crounching on the corner trying to uppercut everything you try to do to him, my style sense is to blame for that; if you happen to disagree with the comments and options I have provided in this guide you are free to do so but don't preach me or pratonize me; on this guide I have covered every aspect of the character that I find useful, don't mail me preaching that his jumping D is heaven on earth or that his crouching C is the best to combo; it is my wish to leave this guide as a minimal references on the tidbits of the character more than an actual how to play manual for this guy, because, after all and at least me; I do feel motivated to take on impossible task if I do know that someone as already acomplished it before hand. The way I see it, K' can be somewhat easily played as two ways -> strong agressive character and so/so kinda weak keep away character, it's easy to understand when you truly can use the Qcf + Punch moves. -------------------------------------------------------------------------- 14.- Credits: -------------------------------------------------------------------------- Chris MacDonald (Kao Megura) Is '2002 FAQ did save me the time of looking for the original move names for K'. Moriya His complete movelist FAQ did provided me with K's Bio. Kibagami I have used parts of his work when listing the character speeches, so all the credit should be given to him Gunsmith His KoF '99 speech FAQ provided other source of information when listing the dialogs of K' The True Warrior His extensive work provided the main source of information; almost every translation of K' speeches has been found from his excellent FAQ and put here for information purposes only. El Maligno Juan: Just by keeping me in foul mood whenever I visit the Mad man's cafe. "Hey! You are not up to dodge ball!!" ... And yes, THAT'S YOU JUAN!!!!