#KOF Coaching
1 messages ¡ Page 5 of 1
i think i found out how to avoid one of angels chains
i think if i can time my rolls right it can whiff and i can go in for a big punish
idk how to describe it but its the one every angel player does đ
try and tell me what the move is\
like describe it
qcf c
YEA THAT ONE
she whiffs if not in combo
ohhh oki
if in true combo its ininterruptable
punish it they do it on block
2b which is a unchain circle is her foward low lung is interruptable
so is her unblockage 66c
noted đ ty!!!
you can also gaurd cancel out of her block strings i believe 6b and 2a are her only things that are somewhat safe from gc oh and her 2b lunge since youre too far but that gets interrupted with gc so yeah
ty ty
You have a really good team to fight Angel my biggest advice is to not let her play her game. You start thinking you can just learn her patterns youâre gonna get opened up. She has instant overheads instant lows, slower both as well just to switch timing, can side switch and go for the options listed above. And with some really really impressive tech she can cancel starters to the point that they donât even come out and use her other tools. For example instant low into instant low into instant low and switch that you at any time. Thatâs way more advance than I can handle but she can do it so
TL;DR: Donât let Ăngel play at her effective range. Zone, GC, Roll, Poke
got it, i have another friend who plays her but hes really scary at her but could feel myself slightly getting better at the matchup. those overheads and lows fuck me up when trying to block but im glad i got a clearer image on what to do with her pressure
Iâm glad I could help even in the slightest
yeah you sure did đ i appreciate it
There is a gap in her unchained combo, with a tight timing, it's around the 3rd-4th hit when she goes for a sweep, you can roll out of the way and depending on what character you have, you can punish
Sweep?
I don't remember if she just punches low or it's the move where she kicks you low, but it's not like a traditional sweep
Didn't knew how else to describe it
Put the pitchforks away please howl

No lol but I think youâre referring to 2b which is an unchained mid that I was talking about. She lunges forwards and kicks you low. Super interruptible
Yeah that one
Got it yeah,
I was talking about that one but thanks for pitching in and agreeing with me I donât want to be the only one who is responsible if the advice is bad
No prob, pitching in where I'm not called is my specialty
Jack a pro aid and abeter 
Don't know what that means but yes
yeeee that one!!!! i didnt know how to describe it but ty
I've got a quick question
As anchor Terry, is power geyser a good anti-air?
Or should I stick with power dunk?
@raven ridge
Sorry dyl that seems like it should work but mac is our terry expert
You could, power dunk is fine too for a hard knockdown. I prefer crack shoot/SS/5d
my go-to anti hop is 5d, anti-air light crack shoot. @meager portal
Thanks Mac
The only problem with doing heavy power dunk is the timing of your input + height/when the opp attacked. Because the opp could very well land + block before power dunk begins it's ascent/hitbox. But if you're already hitting the power dunk AA on the regular, stick to it đ
Alternatively, preemptive light DP is a decent option too because it recovers decently well. Little annoying and inconsistent, as it trades a lot more often than you think a DP would air to air
To add to this like Mac said your aa normals are crucial since hops are hard to read/react to so sometimes you donât have the reaction speed or your mental stack is too high to hit a full dp motion or your supers
5D is your anti hop best friend according to Mac right?
Terry's 5d is a disgusting anti-hop at the proper range. Being hop/super hop. Any closer and it starts to get inconsistent. So you can really control the hop space if you're proactive on your movement/positioning @meager portal
Alright, thanks, I'll try it out.
I hope youâre enjoying the server if I canât offer you help Iâll try finding you someone that can
@warm hollow some thoughts from our matches earlier. I thought the o Shermie was predictable with how she does her projectiles. Her big thing is setting up her orbs and kinda anticipating where people will move. I think you are placing the orbs where people are instead of where they will be, if that makes sense. I think it may also be due to panic if she gets pressured and you panic on what to do with her. Know her good buttons for close range so you will be prepared if an opponent gets close to her. Remember she has Shermie buttons and you hardly utilize them
For Andy, be very very careful with throwing out the elbow raw in neutral or ending your blocking strings with them. They are very punishable. Practice ending the block string with the fireball instead. And recognize when you hit confirm before you use the elbow
For Jenet, she definitely is your best. I think you can definitely improve more with her. Know what her good buttons are and what situations to use them. Fighting daruâs Jenet, he used her jump cd to beat my jump cd. It seemed really strong. She has some tricky frame traps as well with her far C and the 214P move and the know how to use her projectiles and their ranges to trap people. The ex is very tricky and can also OTG if you need extra damage
Jenet is a very strong character. If you decide to stick with her, know she will likely get some nerfs in the Jan patch
Oh Iâm sure you already know this, but the tip in fighting raitguy is to (1) block until he leaves himself open to punish and (2) he is very susceptible to jumpins and especially ones that crossup (since he doesnât really block)
Thanks for all this! Hadn't considered some of this
Also do you still feel comfortable with o Shermie as the anchor? I feel (at least from our matches) you donât get to do her big combos. Maybe Jenet can be a better anchor since you are consistent in hitting that combo. It would be easy to tack in a lvl 2 or climax after it
@meager portal can I recommend the BnB combo for Terry for you to learn? Itâs gonna be super helpful especially since you have 5 bars with him
Hey dyl raw supers are a great useful tool
Donât over rely on them
They should be a specialty in the back pocket not your main gun
Yeah, I'm trying to figure out ways to light combo into them
Because tricky said I should use a lot of lights in neutral
They typically only work raw on hard reads
And when youâre learning to improve start relying on better solid gameplay than hard reads
And thatâs coming from someone still struggling with this rn
Yeah, I'm actively trying to break all my hard read habits of my smash bros days
Bread and butter combo. You need to learn the BnB for each of your character. Luckily KoF has a universal combo system
I hope youâre enjoying it
I am, its a very fun game
Youâll be beating that weak angel in no time
A lot of my simple ken combos would be jump heavy kick into 2 light kicks, then flaming shoruken. It would work once. And then from there it wouldn't work anymore because my opponent would read all my jumps.
@meager portal I need you to master this terry combo - jD close C 6A 214A 236236BD climax
So that's why I'm hesitant to learn hops and such, because of old sf2 Turbo ptsd
Itâs like his combo 4 or 5 in trial without the QM
You need to learn the QM eventually but learn it without the QM first
jD close?
Jump D then close C
In KoF, buttons attack differently when theyâre close or far. Thereâs proximity
D is heavy kick right?
I'm still not fully used to input numbers and button letters
Ok just to check real quick, correct me if I'm wrong:
7 8 9
4 5 6
1 2 3
Those are for the directionals right?
Itâs basically a jump in D, into close C into 6A command normal into light burn knuckle into lvl 2 Buster wolf into climax
Yes
This should do close to 90% damage with 5 bars
Basically a tod
Can do all these from light attacks. Just need to use 3C with Terry after 2A,5A, or 5B. Awkward light confirms. @meager portal
Yeah but Terry close D is a very strong jump in that crosses up and the close C into 6A hits multiple times for easy confirms. Light is important but for a beginner, I would stick with this.
Idk what you all were even on. I just saw light attacks pop up. You right
Don't want to neglect light confirms entirely though
Mac doesnât even use the light into 3C for terry
Agree. Light confirms are super important
Just wanted to give a strong easy combo for now for Dylan to learn
You kinda have to. Can do EX Power Dunk or DP, but if you want BN or the tackle got to use it. Mac is also a killer with Terry
@meager portal if that combo is tricky, you can just do this one (I find this way easier. It takes out the burn knuckle and replaces Buster wolf with power geyser). jD close C 6A 2141236AC climax
Ok so like this?
The inputs are correct but what you want to see if jump D into close heavy punch into command normal (6A) into light burn knuckle into lvl 2 buster wolf into climax
Or you can do the alternate one I posted above
I have a video of the alternate
Woahh
The alternate does slightly less damage but is easier for me but the main one is pretty easy enough and is what most terry players use
Once you can do QM, you can save meter (need only 4 bars instead of 5) and do about the same damage
This macdizzieâs main move to win games here in the server
My plan with me team is that Terry have at least 4 bars to play with, which leaves a lot of options, but the reason I don't say 5 bars is because I want b.mary to use some ex slider shenanigans
Yeah you only need 4 bars. With the QM you can do the same damage with 4 bars. You can even use 3 bars only with QM by just using lvl 1 buster wolf instead of lvl 2. Should still do 700 damage
Terry jump D is very good for a jump in and the close C into 6A have a long animation that makes canceling easy
I've been trying to lab some basic mary combos too, although they're pretty inconsistent when I panic.
My go-to for Mary is
2B, 4C, 6CD, 236A, 623CD
And it gets great damage as long as I don't fudge up the shock fang follow-up
I could move stuff around. I may play with them in different spots for the near future just to see
Unfortunately I donât use Mary so Iâm not familiar with her combos. Getting the ex slide into shock is very important for her combos though. Itâs like that into ex hop kick which causes a juggle into 6D into dp into super I think
Although you can just do ex slide into shock straight into super for a scaled big damage
Maybe. Idk how to super cancel with mary
I dont really use Mary for super canceling though bc I wanna leave bar for terry
Itâs not easy since you cancel from the dp mostly. But as I said you can just super after the shock for a scaled damage
Yeah definitely terry scaled really well and is best to give him meter
Whatâs the super one should cancel from her DP?
Inputs that is
I think putting Jenet on anchor has the potential to give you more big damage combos
Yeah, level 2 splash rose deals more than ex vertical arrow after shock, but for 4 times the bar, it's not much extra damage because it's all scaled down so much.
I think itâs 236x2 but donât quote me on that
I just worry it's because her damage and meter efficiency are nuts and if she gets the nerf bat next month that I won't be able to replicate the success
It would still be good to practice if your BM got through to anchor for the kill
Yeah you are right!
It might be worth waiting and seeing what the patch says. Only a couple more days away anyways!
Lab the big terry combo first. Youâll get more chance to use it
Itâs an essential terry combo
Arguably I go for Mary combos first since Terry combos won't matter if Mary combos clean up
Are the SNK gods gracing us with The Patch Jan 1?
Cause you need to learn the QM for it
Haha we donât know. Iâm guessing first or second week of jan
Alr, I'll do terry bread and butter finisher first.
Then I'll work on some ex Mary combos
For Mary, itâs worth knowing her hop crossups. Itâs super good
Mary is kinda tricky, but she's really fun to play
I feel sheâs harder to learn but sheâs super super good
You will be rewarded heavily if you stick with her
Also
Does anyone mind if I explain my reasoning for my designing my team the way I did, and then giving me advice on what I should work on from there?
Go for it
For Mary, abuse her real counter command grab as well
Ok, so I picked Andy as my point because I can use my basic shoto knowledge to outspace or rush down opposing points depending on character, but I use Andy for scouting, conditioning, and learning my opponent, while also building chip damage and meter.
For mid, I've got Mary, I put her at mid so she can jump heavy kick for good pokes with good combo potential for whiff punishes or command grabs for excessive blockers. I limit her to no more than 3 bars of meter total unless she makes it to opponents anchor, in which case, go for heavy combo game.
And lastly I've got terry. And I picked Terry because I think he's really cool, he's got epic super cancels and a wide variety of stage controls with crack shoot antiâair and huge combo potential. Terry's job is essentially to take whatever meter he's got, and go berserk. Terry time is taking everything I've learned about my opponent and punishing bad habits (such as punishing jump with raw power geyser) but Terry, is the finisher. The last stand if you would.
I would say currently, my weakest link is Andy as I can't combo with him, my second weakest is Mary because of input inconsistencies, and then Terry is my strongest character simply because he makes good use of my basic fundamentals, with basic super confirms.
Sorry for the novel, but I put a lot of thought into this.
Now that you know this what do you think I should work on?
No this makes perfect sense. Usually for point, you want someone who can meter build and be efficient without using ex moves. Mid must be character that can function with or without meter and anchor needs to have that tod combo
Thatâs the usual built so sounds like you got it down
There are variations of course but thats the most basic team build
That's what I was focusing on, Imma be real, I picked the characters first, then built the team around their strengths and thats what I got
Certain characters are better at certain positions like Athena and angel are fantastic point characters. Grapplers like Clark usually go point or mid and characters like terry Antonov and ash are best put on anchor
I didn't go "I need a good shoto. Oh, Andy's good at that." Nah I was like, "Andy's pretty cool, judging by his playstyle I should put him in the front "
It works out, cause most players put Andy point and terry is probably the best anchor character in the game. Mary is good anywhere
That's what I've heard
Speaking of point, I usually see a lot of Luong and Robert points, Robert I understand, but is luong a good point purely because of her pokes?
Kula is the best point
I think Luong is best at mid. She needs meter for her ex combos but her big combos donât do a lot of damage so she doesnât fit anchor
Robert is good anywhere but there are better anchors who deal more damage than him
He is good with or without meter. I would put him at mid tbh
Another character I'm confused about is Ralph. I see him widely used in any position. Usually point or mid, but I've been told he's a solid anchor too. What's the main thing I should look out for against ralph?
He is great everywhere as well. Pre patch, he used to be a super scary anchor. But he is good because he has good buttons. Watch out for the 2C mostly
Is that his main combo starter?
Itâs a fantastic poke that can cancel to his gatling punch which can cancel to super
Oh woah, yeah that sounds dangerous
I can use Ralf and Luong next time we play
Alright, sounds good
I'd say that about covers all my burning questions. (for now, lol)
I'll be practicing more tomorrow as well and I'll try and work on some terry bread and butters.
Sounds great! Let me know if you have other questions! You are leveling up really nicely!
I should probably get to bed here soon so I can wake up refreshed for some more practice.
Because I seriously want to get to the level that tricky is at, and I'm willing to put in all the practice I need. So all the feedback is very much appreciated and I hope to play some more matches with yall tomorrow.
Youâll get there! The fact that you are hungry for it is a great sign. You remind me so much of @torn drift when he joined, he couldnât do any angel combo and doesnât know how to fight zoners but he is persistent in labbing and training with people here that he eventually became one of the best players here in just a few short weeks
Can I just say this is hilarious? Itâs hilarious
How come lol
I meanâŚMai Rocket, Luong round start and who could forget âannnnnd get fuckedâ đšđšđš
I know still gonna poke fun đĽ¸
Time to roast the new mod!
KOFXV Frame Data
https://docs.google.com/spreadsheets/d/1uPQlyMB8pJhCILH0BYZNhJAO2cNq0aEZt_ifYQ6-uiI/edit
Idk how accurate these are, so make sure to double check with Dream Cancel
https://www.dreamcancel.com/wiki/The_King_of_Fighters_XV
There's an app on Android called "Frame of Fighters" that lists all the frame data for everyone on a super easy format.
Home
KOFXV Frame Data
TEAM HERO,TEAM ASH,TEAM SACRED TREASURES,TEAM K'
Shunei,Meitenkun,Benimaru,Ash,Elisabeth,Kukri,<...
The King of Fighters XV is the latest installment in the KOF series. Announced at EVO 2019, the game was revealed in January 2021. KOF XV was released worldwide on February 17, 2022. The base roster includes 39 characters with 13 DLCs added over the course of the game's first year:
*Team Garou was released on March 17th, 2022
*Omega Rugal was re...
Gurus of the discord, I come seeking knowledge.
How tf do I counter yashiro rushdowns.
I block, but before any of my light punishes come out. I just get punch combo'd again
I think I can answer this one.... wait for the balance patch because he's broken đ¤Ł
What exactly are you getting hit by also @snow beacon @torpid quarry and @rancid marlin probably have the most yash experice I think
I'm getting hit by stand C into 236C, and then sometimes they ex cancel into even more punches
And whenever I get cornered and block. They throw out a supersonic light kick, so then I crouch block, and then they pull out an overhead
And my moves dont come out fast enough to knock them out if their attack strings
I donât know I just play the character and shut my brain off
His dash punch is safe so respect that
And any other of his punches are unsafe
@meager portal bait the DP and full punish. Also his st.CD is realllly punishable on whiff so take him in the lab and learn that spacing
His dp can be stopped by lows
Also on a smaller side note, does Terry have any moves safe on block?
Almost everything I'm seeing is -- on block
Burn knuckle is safe (at the proper spacing) crack shoot is too. Go to Dream Cancel to learn frame data just know that some moves can be more than -5 but arenât punishable because of pushback
The answer is to wait after the patch
From what I know, light crack shoot and light burn knuckle is kinda safe
But yeah go in the lab, count off the squares, set the dummy (Iori is good) to reversal 5C on block and practice your burn knuckle spacing
They both are if you space it right
Yashiro is very broken but hopefully he will be nerfed hard. I hate that character
Same with Shun burn knuckle
I hope shun gets nerfed
Broken character
Angel too
And Ramon gets deleted
Make luong one shot you when she sits on your chest Iâd definitely pass out
Sounds like a great time
He was such a joke before the patch and then they made him ridiculous
Ok, I got my lab schedule figured out for when I have to travel for the holidays
Should I change anything?
Mmm I disagree with the yash wait after patch, Iâll see what I can but thereâs always something you as an individual can be doing
You are @torn drift âa protege
I would steer clear of matchup stuff because, like Howl said, thereâs a patch coming any week now also thereâs more than one way to play a character so youâd be labbing against a specific players character
I would agree except the patch is really really close so it does make sense to wait. If you lab now, it might end up being useless when you can lab other things
Iâd practice light confirms, punishes, and movement in that order
Raitguy the goat đ
I guess you guys are right in that regard
yo if anyone has the time, could someone list me some basic bnbs i should practice for either Andy, Mary, or Terry? google has failed me in this regard.
Use the ones I gave you for Terry and Andy. You can also look at the trials (usually trials 2-4 are good) and you can look at the combos section at Dreamcancel
There are many Andy combo videos on YouTube
@mild parcel
Cl.d 214ac 2c 6b 214c (2)8a (4)6a super right?
Whatâs the in the corner
End that (4)6 with a B, not punch. This is for 1.5 bar (lvl 1).
Mid screen 1 bar:
cl.D 214AC 2C 6B 214C (2)8A (4)6B (4)6BD
Corner:
cl.D 214AC 2C 6B 214C (2)8A (4)6D (4)6BD (2)8A super
Thank you!
anyone have a good fightstick recommendation for ps?
im looking for one that ill be able to use for a long time without costing me my soul
Whatâs your budget?
Yeah depends on budget
Also <@&970785255067910215>
If youre looking for budget friendly under $100, try out the qanba drone or mayflash f500. You can get these at amazon. Try them out and if you donât like how sticks work, you can always return them. You can upgrade the mayflash by switching out the levers and buttons too if you enjoyed it
More middle budget ($100-$200), the most recommended is the qanba obsidian or pearl. I use the razer panthera and I really like it but you may have to go to eBay for that as itâs no longer being produced I think. You can also try the hori rap N. I never tried it but have heard good things
Higher budget stuff include the Vitrix and others but thatâs too expensive already
Understand that a fight stick wonât provide you a discernible advantage over controllers. Itâs just a preference thing
If you do want an advantage, you can go the hitbox (or keyboard route) as that will make your inputs cleaner. But the advantage provided is minimal
There is a middle budget version between the qanba drone and the qanba obsidian/pearl called the qanba crystal
But people usually recommend going for the obsidian or pearl
Btw the difference between the obsidian and pearl is just the button layouts
@meager portal I can vouch for the Qanba Obsidian/Pearl, Razer Panthera Evo, and the Hori Real Arcade Pro (RAP) N. If youâre trying to customize, these would also be some of your better options imo.
Mayflash has a super budget stick called the f300 that you can try but I believe itâs tiny and youâre much better off buying the f500
Is he on PS4 or 5?
Not sure
$200 max
ps5
ok, so Mai doesn't have your standard shoto DP, but I see her standing C goes completely above her head. Does this serve the same anti-air purpose?
Are you open to secondhand? Do you intend on customizing?
All the ones I listed in the middle budget should fit and can be had for under $200. I recommend looking at eBay
not much for customizing aside from pure cosmetic
Hunt eBay for qanba obsidian or pearl is my recommendation
Just the button layouts and the default color
You can get used ones for cheaper on eBay if you want to save money
ive heard that some sticks come with a square gate, or an octagon gate. are those important to consider?
Most default is square and thatâs what you want
I think most come with a square gate. If Iâm using stock parts, I prefer octagate. It really depends on your playstyle and feel.
The lever/stick itself has many options like the actuator (I use an oversized one to shorten its throw from center/neutral to the periphery) and spring (to adjust its tension; most people I know go 1.5 or 2 lbs. Default Sanwa levers are 0.9 or 1 lbs).
I only mention these 2 other mods because they seem to be the most common to start with.
I also use foam silencers for my buttons.
alright, i think im gonna pick up a quanza pearl, it looks cool, it looks clean, and the buttons arent too close to the joystick
and there is mod potential with it right? in case i wanna swap out the buttons someday?
Yes. Changing buttons are a simple swap.
Remember to search âqanba pearlâ
and the stick just plugs in via usb right? i dont gotta buy batteries or nuthin?
Yup. USB
neat
alright, well i appreciate the help. ill let yall know if i have further questions
There is but I need to warn you about screw-ins and the Qanba Pearl (and also the Obsidian). Because of it's placement close to the pcb, you need to do a hack where you have to cut off part of the outer ring that holds the button. You can barely squeeze it in for the obsidian because viewlix layout but the pearl is much nicer. If you end up getting it may be go for snap-ins like the qanba gravity k's which are ridiculously popular rn. It should be onsale at Arcadeshock rn. I believe I posted that sale link last night. Or check Qanba's website.
đ
and im not looking to immediately mod the hell outta it, its just like what if 2 months later, i want to swap out a few buttons with some red ones or something just to change it up a bit and make it look nicer.
if its too much a hassle, i probably wont try to mod anything, but its nice to have options
You'll be completely fine with any snap-in buttons, which the gravity k's are. The stock buttons are also snap-ins (sanwa).
This is what I meant by having to cut part of the ring to accommodate a screw-in button. In any case just hit me up if you decide to mod, and I'll help make sure you get parts that won't be aggravating. I actually previously had the Obsidian. Converted it into a hitbox but it was too heavy for my lap (I lap play) so I ended up selling it to a friend.
Fantastic stick though. Kizzie Kay actually uses it. The Obsidian is just the Pearl with different colouring and layout.
Iâve been out of the stick customs for a while. Why are the Gravity Ks popular?
Same. I found my endgame with the micro form factor. I just need a ps5 compatible pcb when it comes out . Anyway here is some feedback from several people who love them:
@plush delta 2a 2a or 2b 2a 214a frame trap
2c
Some throws
And mid range a fan for run ups
C fan is too fast
Something like this should improve my mai game no?
So sheâs not so jumpy
@spring relic feel free to weigh in as well
I rely on j.b or hop b when I can to start my lows
Oliver deadass ASLEEP
Nah oli searching âMay/Athena âSFWâ artâ rn
âBlanka SFW artâ
<@&1020150124984406036> <@&1020150383139631124> Since thereâs been some reach out for character-specific tech and combos, I was thinking that character specialists can post mini guides for their mains. When I find time, I will list my charactersâ notable normals (to me) as well as combos (organized by meter requirement and screen position).
If any you want to contribute, please post it here in "KOF Coaching" and title your post with character name and combo or whatever you wanna list (ex: YAMAZAKI COMBOS). You may have to separate sections because discord messages has a 2000 character limit. Please condense into 1 message if you can, rather than sending 1 million messages. That will make it easier for mods to pin for easy access and organization. Thank you in advance.
Bubbles leona guide gonna be a whole buncha emojis and emotes
mine too
No hieroglyphics please
Daruâs Kâ guide: uhhh idk just do stuff
I will make guides for the following:
- Andy
- Anto
- Clark
- Ryo
- Whip
- Yamazaki
Thereâs a lot of overlap, so if I miss anything for any of these characters, I will edit my guides to minimize the number of guides per characters.
Eljay covering all my mains
Lol. Iâm not really gonna go in-depth like ranges and such. As I have been preaching, itâs up to YOU to learn that in lab or match because everyone plays differently. I donât intend to hold your hands 100%.
Tbh I feel like it would be easier for me to answer very specific stuff..
Yes I will be penning my Hibiki guide for Samurai Showdown 2019
You donât wanna hold hands bro âšď¸
Can I get some Last Blade guides?
LOL
Last blade 2 sucks, last blade 1 is where its at
Yeah, thatâs what Iâve been saying too when people wanna learn how to start. Play around with them first, then ask me more specifics
Stop trying to bait me
I just missed you dude
Iâm always here
Anyway samsho 7 sucks, samsho 5 sp is where Its at
But for those who have time, feel free to list normals and combos at least as a start. More specific tech will take longer, as is better as a discussion,
@runic rain
Itâs up to you guys as to how in-depth you wanna get. Just please follow @snow beacon format đ
Or i will ask you to edit and compile haha
Haha youâre more than welcome to add on. Just reply to my âguideâ then Iâll copy pasta
I wish I had the knowledge to contribute
Also, if you follow or come across a good guide that already exists, feel free to post that too, with a proper title so it can be found in search
Me: posts screen shots from dream cancel
Here are some guides I made guys
Daru kof guide: press random select :baiken_whatever:
I have a feeling only Eljay will be writing a good guide. Most of the knuckleheads here are too lazy
Including me
Daru and Bubbles have potential
Mac w/ Terry , Joe and Rock too honestly
But I also feel like all three potentially wouldnât wanna put the time in
I feel inadequate for a full guide tbh
you mastered the hardest character in the game to control. You're adequate
That means a lot rait but Iâm far from an Ăngel master
One day though
Literally wrote a whole book earlier
Those were my 4Am hallucinations 
Kyo, Kâ, Iori
You have a solid geese
Youâre by far the best kâ here though
Oh and O.Chris maybe youâre not at where you want to be mechanically but you could know tech
Daru's guide: idk man just hit the oponent until the health bar runs out, oh and avoid being hit as much possible
Ok. Well if anyone has specific questions, I will attempt to answer.
If I can't, then 
Mai Notable Normals:
cr.A, far B, j.B (cross-up), far D (anti-air), cl.B > D (target combo), d.C, CD, j.CD
What's my purpose on this world?
Will SNK ever really fix matchmaking?
Crossplay
To plant many trees. So many trees that global warming stops.
No.
Are you proud of me?
GEESE
Beni too?
Yep.
P R E D I C T A B O
I'll do if I can just I'm still trying to flesh him out
I feel like @runic rain could give a more sensible guide then myself
On Benimaru anyway
But I'll give my 2 cents until then
Wait, I remember already doing this for Shermie
Shermie General Guide
5A (2A) are good for panic situations but don't rely
5B is a good poke, cancels into grab unless at max range
5C is good for anti airing hops and catching rolls on a crossup
5D is your anti jump
CD is good for "Idk what they are jumping in with but fuck em" occasionally catches low crossups
2B cancels into Grab
2C this button is your Lord and Saviour
2D can cancel into special moves, useful for light and heavy Axel kick mix
6B is good on its own for QM reasons
J. A/B I mean, they fast
J.C is the button for HKD mix, don't do it all the time, but follow up with 5C for back roll catches
J.D is real good jump in after you scare them with your CD
J.CD a wall of perfect thigh and power, if you insta press this jumping up, basically no one can contest in A2As, on the way down its good pushback and Dash grab if youre cheeky
Spiral (CMG) this steals turns like a mf, and also empty hops if your reading is godly
Shermie Whip (214P) DO NOT USE SHERMIE WHIP FOR THE LOVE OF GO-- 214C is Ground Invul f1 if you feeling lucky
Clutch (623K) is like "fuck you" when it comes to anti air, catches late too. Can super cancel into the A/C super, EX can Hail Mary you out the corner but use it sparingly
Dash Grab this is your chase down CMG, try not to use further than 1/2 screen away to minimize hop punishes. This also has the benefit of Whiff punishing pokes once you get the timing down
Axel Kick, from 2D this can cause a sorta crossup scenario (light same side, heavy switch), additional tool against zoning
Neutral
Ofc the hardest part, as per her grappler nature. You'll want to say in between Hop and Super Hop range at all times if possible. 5B and 5C to contest space and lull them into paranoia with Normal CMG and Dash Grab, shoot down their jump ins with 2C and dog fight them with J.CD. If you manage to get consistent with grabs, there is at minimum 6 ways to attack them: Overhead, Empty Hop Low, and EH Grab
<@&1053061952236171374>
Bro just typed here what he had already tattooed on his back
Like Marik
Jack doesnât miss
Winged dragon of thighs
Marik da goat
Only when I wake up to pee at 2 am
Marik best Yu-Gi-Oh villain
Pegasus is a close bro
You're right
I actually like 5D
It did
I find out that it already did
đđđ
Who tf was the one villain after marik
The one w/ the demon looking duel disks
I stopped watching after that lol
Eljay be like take this to SNK yugioh chat!!!!!!
Yeah that shut lol
Eljay insta banning, no warning, bro's had enough
One dude was Rafael
Bro ima just say Iâm a nerd sometimes but you a whole nerd for knowing that
đđđ
Been a nerd
same
Ăngel player remember? đ¤
RIP da yugioh guy
Let's play this howl
I feel like Duke
Benimaru Guide
Standing Normals
5A/B these are fantastic anti (super) hop tools because they are fast but can be contested.
5C is good too as a way of making sure they get the message
CD is long as hell and even on whiff can cancel into his specials to put up a wall of hit boxes
5D is a notable exception since it it is the only standing normal capable of hitting opponents who are crouching
Crouching Normals
2B is one of the best in the game, long fast and Chains into itself and is special cancellable
2A is good for scrambles
2C is really good bcuz it the event you get pushed out of proximity range it can pick up the HC
2D is good
Air Normals
J.A exists
J.B this is a low-key great crossup tool especially on rehop
J.C hits very deep and is good for jump ins
J.D is hella good for its range A2A abilities
J.2D is a gimmick but it works really well for creating a double OH/ OH > low 50/50
J.CD is the go to for when you expect a jump buts it's not easy to hit a grounded opponent
Specials
236P (Raijinken) is good as it destroys projectiles and (usually) a great anti hop tool. You'll rarely have a need for 214C unless you're sure on a jump in
236K (knee) is a good pressure ender after a blockstring
214P (Lighting Slash) is basically your lariat but can be hit out of so be wary on your spacing. A is fast but C give you frame advantage which is compounded in the corner (214C into 236D is a true combo 95% of the time)
623K is an invul reversal but very very very stubby, very good for eliminating attempted rehops on oki
Neutral
Beni is weird, he's a rushdown zoner if that's a thing. He's best place juuuust slightly out of hop range where he can use his limbs to their fullest potential. But with all his tools he makes for great suffocating pressure once the ball gets rolling, especially when in the corner where that 2B will eat rolls for breakfast, lunch and dinner. Oh and he has an air throw (j.4/6C) if you're feeling stylish
YAMAZAKI: NORMALS
f.A - hop checker
f.B - good short poke, cancel into 623D combo
f.C - can be cancelled, can be whiff canceled with fwd advance = kara tool
f.D - good long poke (half screen)
cl.B - can frame trap with cl.C and 2C
cl.C/cl.D - heavy combo starters
2A - main light confirm tool
2B - long light low, links into 2A
2C - anti hop & air, CH cancels to 214A & 236AC
2D - long, can cancel to 214C delayed release for OTG & frame trap
j.B/j.D - jump in buttons
j.A/j.C/j.B - air to airs
6A - standing OH, no knockdown
6B - forward advancing kick, raw hit into 214A for juggle
CD - cancel to 214[P]~D for quicker recovery if whiffed or blocked, but if hit, can run up to combo with 6B starter
j.CD - good coverage except below
YAMAZAKI: SPECIALS & SUPERS
214A - aa juggle extender
214B - long reach, punishable on block & hit, use sparingly
214C - 2nd hit is low, main combo ender
214AC - ranged hit throw, follow up with 236AC combo
236A - stores projectile, 236A again to release
236C - reflects projectile
236AC - launcher & follow up with 6D combo, reflects projectiles returns like a super projectile
623B or BD - standing OH, knocks down
623D - go-to combo extender, can cancel no another special
41236K - upper body counter, weak to lows & throws, BD version has juggle point
632146K - OTG stomp, BD ends same side, others ends opposite side
632146P - OTG after if cornered, better oki & damage with BD
236236P - his only full body invulnerable reversal
2141236P -
Will update later
YAMAZAKI: COMBOS
($) = can add super enders after bolded move, listed at the bottom, depending on remaining meter
($+) = cancel into super from 214C if you omit 623D
($++) = cancel into super from 214C if you omit 2D
0 BAR
2B 2A (5B 623D) 214C ($)
cl.C(orD) 6B 623D 214C ($)
CD 214A/C/B~stance cancel, dash 6B 623D 214A 214C (2D 214C if cornered) ($+)
0.5 BAR
2B 2A 236AC 6B 623D 214A 214C ($+)
cl.C(or D) 6B 236AC 6B 623D 214A 214C ($+)
(Corner) cl.C(or D) 6B 236AC 6B 623D 214A 2D 214C ($++)
(Corner) cl.C(or D) 6B 236AC 6B 214A 6236D 23B
1 BAR
cl.C(orD) 6B 214AC 236AC 6B 623D 214A 214C ($+)
1.5 BAR
2 BAR
2.5 BAR
3 BAR
3.5 BAR
4 BAR
4.5 BAR
5 BAR_
Will update later
@torn drift Does this look right? Is this the type of combo I should be practicing? I could only get the last hit to connect using meter, but I think I've seen it connect in videos without meter. Unsure. Baby Angel brain broken.
How did you upload this? You console or pc
Nvm
Lol
PC. I record using OBS then edit in Vegas
That combo was đĽ @torn drift

letssssssss go
cl.d 6b qcb c 2b 8a 6ab 66a is like her main string
that ex guarantees safe jump after and leaves you in hyper jump j.c range however in corner you might want to do non ex as it leaves you closer on corner only
but great job!
so in videos people say they connect 63214d but i cant
i do 63214b
thats easier
Interesting
but great job!
that main combo i only learned about 3-4 weeks in
before the server it took me 2 weeks to learn
I noticed this route a lot, so I wanted to get it down before practicing much else. It works off of hop jC too, which is nice!
2b 2a 46b 2a 6b 236c
@tacit ether want to know the best part
j.a can be followed by j.2b
double overhead
as i keep learning this is probably more crucial to angel
The rules are very simple, once you understand them!
Opener > Middle > Ender
No repeat P/K
No repeat direction.
not as fun not as big
better players will crush your jump ins
2b 2a is a low starter
also super tricky buttttt
Then I can work on some pressure strings
2b 2a 46b 2a super cancel
2a can super connect
sneaky damage
dont focus on that now though its a pain
its a 2a into 4626p
Oh wow, that sounds tight
So I've been having trouble getting this to connect without the metered version. Is it just a delay thing or do you immediately go into it after the 66A?
King Guide
Normals
5A quick anti hop, nothing more nothing less
5B can reflect AoF's fireball super and I will never stop trying to hit it
5C serviceable hit box that will stop hops
5D sweet anti jump
CD this thing is a lot longer than you think and can be made safe by canceling into specials as you see fit
6B purely just to smack a bitch in the head by itself
2A needed to link into her slide for light HCs
2B not bad but short and doesn't loop into itself
2C great anti hop, but it's not perfect
2D decent enough sweep, cover yourself with a light fireball to pressure their tech roll
3D just short of round start (hyper hop) range and cancels into her main BNB combo
j.A you panicked, didn't you
j.B A2A denial too, it hits above her
j.C hits deep and with a (hopeful) patch, can be an ambiguous crossup otherwise keep dreaming
j.D deep jump in tool, great for locking someone down
j.CD hurtbox shifting is so fun you guys, lemme tell ya
Specials
236K classic projectile, B is slow but useful for varying pressure, D is fast but get ready for a punish if they are in the air already.
*well known fact but can be done in the air too. Useful for tricky landing timings and avoiding mistimed jump ins if you're tricky with it.
214K tatsu that's surprising good as anti-airs. B is short but safe when spaced, D goes further but minus onB
623K raucous laughter that devolves into quiet sobbing
Neutral
She a Zoner but imagine Guile without charge and a dp. She's not... baaaad per say but you'll be putting in more effort for same reward of other zoners like Athena, Rugal, and even fucking Joe of all people. Classy and simple, perfect for beginners
Gotcha
<@&1053061952236171374>
How's this?
"Perfect for beginners". Here I am, a beginner learning Angel, Whip, and Isla 
That's totally fine
Tis a guide after all, but learn who you choose to
Hop CD, 41236BD 8A 6AB 66A? Into 46d 2b 66d?
Getting this to work 10/10 trials. Thank you Howl 
Always
@torn drift This combo is hard 
I got it once, just need the consistency now!
I also love this combo and will be fishing for it in every match. 
Does anyone know if it works off of any confirm into 6B > 236BD?
I've just been practicing with the confirms I know combo off of a hop jump in
Isla?
Yeah
From light I believe you have to at least do standing light like 5A 5B @torpid quarry status report
Si
Dreamcancel will tell you which normals can cancel to command normal
I've been spoiled by Dustloop all these years
You can also do 2B close 5B close 5A into ex 214 b+D
Or you can do close 5D or 5C 3D 214,214 lvl 1 super into 214 D
Learn this swag combo https://youtu.be/j3jyI47U5JE
Oli with the sauce 
I did not know you could get two level 2 supers in a combo. That's nasty
So glad Isla is my anchor character!
Itâs very rare. Only a few characters can do this. Only her and o Chris and whip off the top of my head. Beni and Ryo can do multiple lvl 1s
Youâre definitely becoming an Isla master!
I finally nailed a 3 bar qm combo for terry and I can do it fairly consistently now.
I'd show a video of it, but my camera is the absolute worst
Say that after I learn how to operate her in neutral 
KoF combos are easy. It's the neutral I suck at and don't really like
Lmfao you and I are always opposite
Try this whip combo! 2 lvl 2 supers in the same combo https://youtu.be/wRAamYM4k08
Nice you got the most important terry combo down
Yeah, I'm not telling anyone which qm combo it is though because it's a surprise for when I come back
KoF neutral makes a lot of sense to me. Cause there is actual neutral and footsies. You canât just do special moves in neutral like you do in strive
Itâs more important to learn what your normals can do then rely on them and your movement options on neutral
I wait for the day when raitguy can do the Baja ultimate
So raw specials work in Strive? I need to go ahead and make that purchase
Most raw specials in Strive will get you eating a fat punish
Neutral in strive is a lot more character specific
On the low level you can just spam dolphin
May's thing is she can skip neutral with her dolphin, but she's the worst offender of that by far
On the low level Kof spamming works, problem is there is no low level đ
You can spam Potemkin mega fist
I can in Training smh
Punishable on block.
Is that a patch thing?
Nope, always has been
Well I remember itâs very abusable when I played
With proper spacing, it isn't punishable, but they are spamming it, just block and kill them with a cS combo
At max range it's safe against most characters
Amazing!
Honestly I think you will destroy people in strive
I've never played a Guilty Gear game ever in life
Play strive. Itâs on sale now.
The biggest skip neutral character in KoF btw is Kula with her tatsu
I can't let you influence me đ
Youâre gonna be a top player in strive immediately
And bully all the newbies there
Kula's top move when I play her is spamming light kicks then doing a tatsu
Ooh
Yes thatâs the Kula skip neutral
I can't get the OTG. Do they have to be in the corner for it?
No but corner will make it easier. If youâre in the corner, you donât have to roll to get close. Hereâs an example https://youtu.be/aVr2XnG44J0
Btw this is an unoptimal combo since the extra OTG super is scaled. So use it mostly to kill
This combo also has the main whip BnB combo
Oh yeah, I got the main BnB down.
Just can't seem to get the OTG to hit in the combo you linked earlier, even after rolling
Prolly too slow?
Tbh the OTG combo is not that important anyways
Whip Drip 
Letâs gooo!!
bro i swear lv.5 clark cpu be reading my inputs or smth cuz he manages to block 80% of my attacks, and flawlessly counter everything with an armored backbreaker
idk how to deal with that armor bc he grabs my rolls, he kicks my jumps, and he armors through my attacks
On wake up neutral jump him
In neutral donât be predictable with your jumps
Whatâs your team?
andy mary terry
All my homies hate Clark
You have dps
Bait Clark jump ins and dp him
Clark wins by predicting you
If youâre gonna mash on wake up he as armor
Roll on wake up he has grabs for that too
Jump air to air which leads to conversion
andy doesnt have an invincible dp, mary is super unsafe on block, and terry is either hit or miss
does an Andy Ex dp work?
I believe it still beats jump ins
probably does
Clark is gonna beat you if youâre predictable and unsure
Hold back and block trying to figure it out
Youâre gonna eat a combo
Be predictable with moves youâre gonna eat a combo
i just gotta play like a clark player and turn my brain off
The only things that work for me:
Jump/hop around
run and spam projectiles (but stop if he consistently rolls/evades them)
attempt a 2c and retreat
pick a character with command grabs and try to out grab him
Whatever you do - Don't do the same thing every time you wake up
The actual opposite
Also since this is coaching channel
Give Clark players more respect
They work for their kills and itâs very important to know how to deal with grapplers
Whatever your plan, I was able to formulate strategy vs Clark best by actually labbing BEING Clark
That is the best way to learn any matchup
Understand what characters do
For example, it's stupid easy for Clark to wake up with the armor grab - 100% effective vs CPU.
I know not to be there on wakeup, or be ready for it
Exactly
Also youâre talking about cpu here. Cpu doesnât play like humans do. Also the hardest cpu to fight is blue Mary actually
Dyl, as howl says, please do put respect to other players. Iâll gladly teach you anti Clark strat, but I personally find it really annoying when people trash characters I play and how I play them
Clark actually has to take a lot of risk to get in and get their kills. They rely on RPS but that means it can backfire horribly to them as well. Rait mention wake up armor grab. No Clark player actually does that against better players cause all the opponent has to do is neutral jump and do a huge jumpin combo
Honestly I personally am. Clark teaches you not to mash which is why he is a good scrub killer. Dino has the same thing. Itâs just no one uses Dino
Iâm right there with u bro
No use getting mad at him
U get grabbed, thatâs on u (the one thatâs holding the controller mashing)
Yeah I agree on an open joke convo Iâll trash Clark and Ramon, however in a serious kof convo skill matters and every character and every player is respected đŤĄ
Itâs weird how ppl donât shit on Mary like Clark he grab on wake up just as successful as Clarkâs I feel
Insert OMF blue Mary meme
I respect the player, but I feel a way about him as a staff, record label, and as a crew đ¤Ł
Lol because trip plays BM shitting on trip is like petting a dog
Mary does have the exact same thing with real counter. Itâs just sheâs underused
why is no one talking about Blue Mary? This character is dumb af
I wanna play Mary she seems awesome
Why people not picking her
@spring relic meme please
I have no problem making fun of the character but itâs when the conversation turns to the player that it annoys me. Instead of Clark, it becomes Clark players. Thatâs when itâs annoying for me
My list now of ppl I wanna try is Chizuru, Mary, Whip, Clark, Athena
Well, you see the level of (angry) respect I have. I devoted lab time to get sweaty đ
Anyways, if you have any questions for anti Clark tech, feel free to ask
How do u escape the vortex? Neutral jump
Is that the only option
Will reversals work or does frankensteiner just win
What position is best for Clark?
Because it is a vortex. Different things work against the different things clark employs. The most effectively honestly is to neutral jump, cause from what I understand, the only way Clark can beat that is to do close D (or jump throw) but itâs very unlikely that the Clark players will go for that.
If Clark goes for frankensteiner, you can just normal throw him
Dp will beat if Clark goes for 2As. But if Clark just blocks, he will punish the dp
Either mid or anchor no oli?
Rolling away or just blocking will beat the 2As
Point or mid actually. His combos are very unoptimal in terms of damage
Also @plush delta you know how I pick characters and suddenly people think theyâre horny? Itâs weird how itâs the same with you for annoying. Like everyone always shits on your characters. Clark, Athena, May whatâs up with that
Ah see @tacit ether this is why I always fact check my advice đŤĄ
The reason you see some pros use Clark anchor is because he is a good counter against krohnen
This makes sense
Shame. I was thinking of maybe trying him out, but my weakest character is my anchor
Oh lord here this guy go again
Clark looks fun. Very tilting grabs
Never be afraid of running un optimal orders
MU>Character positions
Some people run angel as anchor even though she gets outclassed by everyone with meter and sheâs the best point/battery in the game
Clark is the best battery character I've ever tried.
I would disagree
Oli got pissed now yâall like aahhhh actually Clark da goat đ
And your disagreement is probably right
Raitguyâs palms sweaty rn
Never
Oli knows I secretly lab Clark
I'll learn Ramon anchor
To continue the vortex thing @grizzled heart Clark armor grab will beat you mashing lights or blocking. Mashing lights will beat Clark doing the close D. Clark 1 frame grab will beat you rolling away. Clark 2As will beat you rolling forward. Rolling away or forward will escape the armor grab. Just blocking will escape the one frame grab. Neutral jump will beat both of Clarkâs grabs. Clark 2A will meaty you if you try to throw, but throw will beat frankensteiner. Frankensteiner will beat you mashing or blocking too
You lucky this is the coaching channel, if not I wouldnât be as encouraging. But go ahead lol! Ramon is very gimmicky but heâs fun too and I honestly enjoy seeing a good Ramon
When the Clark main grabs you irl đł
Ăngel the Queen always
But Clark is a great battery rait lol
Dude can jumpstart an electric semi on a completely drain battery
Clark mains go thru a lotâŚ. On top while constantly being harassed ⌠Clark players have even been tazed for their exceptional gameplay⌠true story⌠few know this
Clark is a horrible battery. He doesnât build meter well. What he is, is self sufficient in that he doesnât need meter to succeed
Athena is a fantastic battery
Athena/Kula/Ăngel
Oh I guess self sufficient and battery are two different things you right
That's what I find unfair. If Blue Mary/Dinosaur is pounding on me they're usually burning meter
Hey
Kula will delete you with .25 bar and a bite of an ice cream cone
A good battery is one who does a lot of specials but doesnât need EX
Kyo
Like Angel! I don't even know how to use her EX moves yet but I can do some pretty long combos
Ăngel is the best I stand by this lol even when she uses meter she builds more
Which is why Mary is usually better on mid or anchor cause her meter leads to huge damage
Angel gets 44 percent damage off .5 and she only needs .15ish meter to start and ends up building around .60-70ish
I know diving bar into percentages like that is weird but yâall know what I mean
Checking out Ramon now. I think I like his stuff. Is this a bad route to go down?
Overall in like tiers for now yes but he should get buffed in Jan
Thereâs a reason for this. I pick characters that donât do a lot of combos to succeed cause I canât do combos. But people associate combos with skill. So they see a Clark player not do a combo but still do damage, they then think Clark is dumb or unfair and they are annoyed that they are being beaten by that character. But if they got beat because they were hit with a big combo, they excuse that as a skill execution barrier
He will likely get buffed in the patch
However fun is theeeee single most important factor
If heâs fun to you strength be damned
Make him work
Youâre an ĂĄngel player this ainât nothing new to you gray
I played Whip prepatch too, though that was a special kind of hell
That makes a lot of sense
Itâs ok gray Iâm playing nessa now
More Whip Buffs OTW
Everyone said they hated her and she should be banned
Theyâre gonna give her back her desert Eagle
Tbh howlâŚ

02UM Vanessa is worse
Ramon has a command grab off the wall?! My god...
Iâm talking to the worst version of you everyday
Big combos donât equal skill
I'm bad and love big combos! I'm the opposite of Oliver and I can guarantee he's a better player than me
Mf i lab that angel I land all day and still canât AA properly
I wouldn't hate him if he could be blocked like most other characters/moves đ
They measure their skill levels by combos so they gravitate towards characters with cool combos
like Ash players doing TOD âŚ. Thatâs Skill
Id be sad if I couldnât land it lol
Orochinagi Loops⌠skill
A simple combo into super, for new people itâs hard but everyone gets there eventually
Which is why ash players play ash. When they could do the same damage with terry
Oli is better than most of us even though he has some detractors and heâs his biggest one
Terry is the biggest damage character for absolutely no work
And I love him for it
Terry bogard so unemployed but he always bring home the bacon
He the KOF Kramer from Seinfeld
He does but itâs really bad right now. You can just block low against Ramon and you erase 90% of his offense
Unemployed mfrs waking up on a Tuesday to play Terry and get to the top of ranked
Nah Iâm average. A lot of people here are way better than me. And yes, most everyone here are better in doing combos than me
This is only because you chose to be, you hate being competitive and thatâs ok I respect it. However youâre only lying to yourself if you say you wouldnât be more insane than most of us if you tried half as hard as us 
(I couldnât find this servers ĂĄngel heart emote, must be a glitch)
Nah I do lab as well.
Just search the gif "angel heart" and click the first one that pops up
I thought you already have 3 characters? Why are you looking for an anchor?
Just trying people out
You know Billy is gonna get a huge buff right?
Angel and Whip are for sure picks. Isla is sort of there as a filler
I don't think I want to do Whip/Billy 
One singular rushdown and I'm smoked
Like the trailer for the patch specifically showcased Billy
Yeah but you nerf yourself you have to admit
Whip jump CD is a fantastic move for keeping people out
@torn drift I think blanka is gonna be hated in sf6. However I really like Jamie from the beta and he wonât be hated. Manon might get hated cause I think grapplers will be strong in sf6 thanks to drive rush
First big offline tourney
I think one of Manonâs normals pulls u in closer to her as well?
Setting up for command grap
Might be another grab
I hope Manon is hated, I hope blanka isnt
is Ed in SF6?
Season 1 dlc hehehe
He's so cool 
I wish AKI was base roster
I really enjoyed Kimberly in the beta. Second favorite after Jamie. She has a lot of gimmicks and mind games. Her inputs are easy. Ryu and Ken are simpler and easier to learn but Kimberly is more fun to play with
Ramon is really fun. I love how fast his movements are. And he has those command grabs that I love. If they buff his normals, he would be perfect and really strong
You and cherry lol! Yâall in love with the idea of her!
You guys donât even know what she does
@tacit ether I actually think you might enjoy juri as well. She has a lot of setplay stuff that you like plus she has an install like system and you like those complicated mechanics
Likely similar to fang with setplay is what people are guessing
What if sheâs like a claw type
People were saying thatâs the new shadoloo or Whatver itâs called
Aki/Claw Marisa/Balrog JP/Bison
Ed is prolly where Marisa is tbh
was trained by Balrog in lore
People have been saying Marisa has a lot of Gill / Urien normals
The whole her being Greek plays into that as well
but yeah idk if sheâs set play thatâll be cool I just think she looks cool and wanna see what the deal is
I get it eljay
NOT SNK
False. Andy has invincible DPs
Or just good neutral
Whatâs that
He's so dumb I love him 
Good Clark players arenât brain dead. You have to prevent him from getting in. If you are letting him in, you gotta work on your neutral.
I know in my soul Isla is the better anchor and will be more consistent, but I feel Ramon in my heart
I wanna learn him. He looks fun! Quite a contrast from Whippu-Chan
I like movement focused characters with setplay and zoners. KoF lets me have it both ways!
âBrain deadâ characters are those who are safe on block with most of their moves, that are low risk high reward, to say the least⌠all characters are beatable ⌠again, neutral/fundamentals.
Nice Whip combo you posted. I look forward to seeing how you utilize her tools compared to mine.

Though I think the only Whip combo I have so far is her BnB and Oli's OTG combo
Most of my lab time today has been going to learning Angel combos
Trying to get Angel into muscle memory before really working on other characters since she's so specific
I plan to post my mini guide for Whip before the end of the year
I can't wait for that one!
Are you sure about some of this? 99% sure that either grab beats rolling in either direction. Good Clarks will also meaty with 2D to condition blocking so they can armor grab some more. If they read neutral jump they can air to air back into the blender or Death Valley driver. I think calling Clark a scrub killer is a misnomer because even top level players have troubles with him. Also think itâs less RPS bc a lot of his options cover more than one scenario so itâs more like 66/33 in his favor
Yes Iâm sure. Rolling away or forward will get you away from armor grab. 1 frame grab will get rolling away, not 100% sure about rolling forward. I didnât do the math to see if itâs 50-50 or 66-33, but it feels more like 50-50 to me. Clark is a scrub killer cause he is especially effective against mashers. Doesnât mean he wonât do well against top players as well. Thatâs why heâs upper mid. He still loses against the meta but does better than the low tiers
I personally think that Shermie is the better grappler as do most pro players
Any chance Maxima gets any (speed) buffs?
Bro Ramon has looping 50/50s in the corner? That's sick
He also makes tiger noises 
@plush delta Sorry Oliver, I think Ramon is my new Isla
No need to be sorry. I love Ramon too
Just know most people use him at point currently
Well the few people that play Ramon
Point makes sense for him.
I feel like his EX Run and EX Summersault alone will be worth abusing in Anchor though
Changing momentum suddenly and sprinting away/towards with some invincibility is pretty nice
Youâre not playing only females

I'm uncultured, Howl
He plays axl
I must become the aggressively bisexual representative @magic harness wants me to be
Overruled
Must be an online thing then because I definitely get scooped if I roll either direction, especially forward. Didnât do any math either, just meant that true RPS would be 33/33/33 and a 50/50 exactly what it sounds like. Once youâre knocked down he has a clear advantage. Agree that Shermie is the better grappler for sure
I think i scoop your rolls because i input armor throw a little earlier?
Also youâre missing a %
I can post a video to prove this. I tested out all the different options when learning Clark. Unless Iâm doing my safe jump wrong
Possible I donât know what the timings are. Side question: would this also affect neutral jump attempts? Also also I didnât feel like typing out 33.33 to the infinite factor đš
Neutral jump should beat both command grabs
No it shouldnât affect jump⌠throw would be buh-roken
Gotcha thanks guys
I believe you (in an offline environment) but I also believe my eyes when playing against eljay lol. Forward roll is definitely scoop city same with back roll, think itâs just a side effect of having 1F grabs with rollback. Stuff just happens sometimes
According to this both cmd grabs beat forward roll
Let me test the rolls and post a video
Hey, I just wanted to formally apologize for calling Clark players braindead, I realize that I was venting my frustrations in the wrong way and truth is that I have mad respect for people who play their characters well. It was wrong of me say what I said and I hope there's no bad blood from it. I'm taking my losses as result of my inexperience and will try to learn from it so I can hopefully handle Clark interactions better from here on.
Clark is braindead idk why you're apologizing
I still play him tho
No, thereâs no need to apologize. Heâs frustrating to play against.
When I pickup Clark: Clark players are now Braindead
@meager portal I sent some stuff your way in DM
Hey bro in general discussion go ahead but this is coaching, donât diss any player or character
I main Krohnen, keep playing whoever you want đ
Wouldn't want to hurt the character's feelings
Youâre all good bro and half of it wasnât directed at you. You know we solid but big of you to apologize
No but weâre a casual community who help all, not a place to spread toxicity
Plenty of servers for that
@magic harness this channel is for coaching and helping players improve. Simply sulking and insulting characters or the players who use them defeats the purpose. Feel free to voice out your complains in #snk-fighting-games but try and keep this conversation productive. We support all Clark, Krohnen, Mai, Kula players and all others here
You really typed that all out just to ping me again lmao, you said the same thing in your last messages
@sinful herald I tested it out. Both rolls escape armor grab but 1 frame grab gets both rolls @snow beacon your thoughts as well https://youtu.be/sgPE5oQNdPo
See it as you will, Iâll type it again we donât support toxicity here
Go ahead and take shots at me thatâs fine, keep it away from the other players here and donât be toxic to them
All I ask
Lol Lar just fast tracked himself to getting banned
This makes me think that maybe you are confusing the 1 frame grab with the armor grab @sinful herald ?
Yâall crack me up
You wrong for this
Yo does anyone know if I should be using terry fireball? It seems really slow and often I find myself getting whiff punished before terry can even finish the animation
Yes but itâs not something you should be throwing out constantly. It should be used for neutral pressure from long range from time to time. Also donât forget to use the ex version to surprise the opponent
I use ex power wave on the fact that it's actually pretty good, but regular power waves kinda screw me over
I would say to be careful with itâs usage and never do it at hop range where opponent can full punish you
I agree. On top of that, vary your pattern when throwing out projectiles, especially the ones w/ slower startup. @meager portal
So what if I'm getting bombarded by ash fireballs or iori fireballs. Terry loses that fireball war right? How would I fight that if they baiting jump and I can't roll in?
Neutral jump is a good option, to test their patience
Hop Iori fireballs
@plush delta do you know of any high level Ramon players I could check out? Angel and Whip too if possible
Combofiend has a nice Whip. He inspired me to pick up Whip again.
Bala for Angel
Itâs important to have patience. Know that you barely get any damage by just blocking fireballs and that you actually build meter. Time your rolls and jumps or just walk slowly forward. Also if you have 2 meters, lvl 2 buster wolf goes through fireballs. Ash fireballs are strong but has slow startup so itâs easier than most to do super jump to jump in on him to punish. Know your jump ranges
High level Ramon players seem like an oxymoron gulp. But I would go to KoF replays in YouTube and look for your characters there
Howl for angel
Ex power wave is also a 3 hit so that would beat out their fireballs no?
@meager portal To add onto that, i wouldnât fireball war with Ash. His heavy fireball has multiple hits. Slowly inch your way forward with Terry. Try to neutral jump to prevent Ash from building meter on block.
Yes if they try to engage in fireball wars. Ex power wave should beat it. Might trade with ash heavy fireball but yours should be faster
Ok, and I also found that Andy can duck under ash fireballs with a well timed 2D and Mary can light slider under em and still be safe. It's just terry I have trouble approaching with.
Mary might be able to 2D them too
Since you have terry at anchor, anytime terry has at least 2 bars, itâs a very bad idea for the opponent to throw fireballs at you at full screen since lvl 2 Buster wolf full punishes it. If you have 5 meters, they can basically be TOD (80% damage) by canceling to climax
Similar note, careful throwing out fireballs against 2 bar Clark
Since it would just be level 2 wolf to climax, wouldn't it be huge damage because the scaling is so low?
Should still be 700-800 damage I think. There should be no scaling.
Good to know
If youâre good at reading the opponent, have that lvl 2 buster wolf at the ready
But if its full screen, couldn't they finish the fireball and still block safely? Or would the lv.2 wolf have to be a hard read?
It should be a hard read if itâs full screen. You get more leeway if youâre closer
Bi-gang!!! 
Juri definitely is bi. She got her eyes on chun
Dracov has a really nice Ramon
Yeah I definitely could be, thanks for testing that out
@unreal forge kof has 4 jumps
Hop, Hyper Hop, Jump, Hyper jump
You do not need to worry about them as a beginner we still have really good players that canât hop consistently however if you do invest the time early it will help you out
Hop is blue, hyper hop red, jump green, hyper jump is white
I've never seen this, thanks
I need to nail my hyper hops
Good graphic so I pinned!
Also since I'm here, a link to the graphic LJ posted and OMF has brought up quite a few times
#1021448500518584341 message
It is in the pins already
Sigh in case the link isn't working for you guys. On mobile rn so I don't know if it's just me.
No shit? Wow I thought you had definitely watched the Dandy J video based on how you play
Who?
HQ version recommended (easier to read text):
http://www.youtube.com/watch?v=Ye3KVgI1LvU&fmt=18
Feel free to spread this around. If you upload it to your own channel (or just want a 60fps max quality version), please use the original video file:
http://www.megaupload.com/?d=OAZ402CT and http://www.megaupload.com/?d=IUGFMYVW
Use IRC?...
You're better at it, go for it
Also I'm lazy
I'll pull a Daru move and say, idk man if you have something specific ask me
Punch
Mai traps you with her huge ||normals||
Angel smacks you with her massive ||mix-ups||
Vanessa?
You know Daru only gets away with that because heâs likable right?
Yeah well... you're...you're an ||amazing friend||
Howl here asking for a guide that is pure text and complains that the video I posted was pure text @grizzled heart
Bro
No
I can interact with text
A yt video that is just text feels like
Because you can say oh get used to canceling blah blah blah
And I can go back and be like wait why? How? How come?
You can modify the play speed
And I can learn
Everyday
I grow closer to just deleting the server
I'm not posting a guide for nessa until you watch the video I posted
Itâs ok I posted the gold standard of KOF fundamentals video and he ignored that too
Oh then screw howl
Bro
No
Imma watch
But I need to learn Vanessa
Understand hops and how oki work can help me enrich my life later
For now
What nessa doing
You overestimating my knowledge on nessa
No youâre underestimating my lack of knowledge
That doesn't make sense
Fixed
Real talk I think itâs the other way around but no oneâs forcing you to watch.
Itâs not a knock anyway I rewatch it from time to time myself itâs really good
Wow ok
I really canât with this dude jack lol, he will never lock it in
What did you expect, he's 15
Scroll up on #1021190333771558962

I genuinely be on KOF brain dead asf
And here I am trying my hardest
@lament mirage how you feeling about your game now
Last time we talked you were a bit down
Uh...
Yes and no?
I feel my mechanical skill hasn't but my inward understanding has
So now its a matter of time to reevaluate my playstyle in accordance
Letâs goooo
bro is Od at not taking a compliment tho
Cien OS
On god
Ok... so I just got steamrolled, almost OCV'd by a Terry that exclusively used CD and burn knuckle the entire match. I went and tried it myself vs CPU level 4 and it worked.
Is this a viable strategy? đ
Idk
No offense to any of the Terryâs in here, but Burn Knuckle seems like one of the few moves you could prolly spam and get away with
I need to lab and really understand it more
seems like Leonaâs grand saber to me where it can be a very âfuck itâ skip neutral type move
Anybody else clarify on whether this is true, like I said I really have to get in there and take a closer look at the move and all itâs variants
I know the heavy version is unsafe
Sometimes hard to visually judge for me in the heat of battle tho
Burn knuckle can be made safe at the right distance. Grand saber is safer but can be hit before Leona reaches you (but good luck differentiating it from her normal run). The most safe is Shunei light orange punch which is always safe
Andy wishes his elbows are this safe though you can make the light elbow relatively safe by doing it at the right distance (harder than making burn knuckle safe imo)

