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KI spellcaster

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Nov 22nd, 2016
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  1. style: spell construction-based zoner
  2.  
  3. character summary: main mechanic is building stocks using special moves that can be assembled into spells useful for offense or zoning. has oppressive options with a multitude of projectiles, but is poor at actually opening combos safely without a spell stocked due to only having one opener, which is unsafe. average meterless damage, but will generally end up spending much of their meter on stock-building moves, so ultimately is below average in the damage department. has many options available, but what option they're going to use is telegraphed by what spell they have stocked. with instinct, can start pressure from midscreen and has safe offense. also does notably higher than average chip damage using 2-stock spells.
  4.  
  5. strengths:
  6. +strong pressure and mixup options with most spells
  7. +several very strong spells for neutral
  8. +chip is much more of a threat than for most characters
  9. +instinct greatly enhances pressure and neutral
  10. +juggle options that expand further with spells
  11.  
  12. weaknesses:
  13. -openers are lacking; best offensive options don't open combos
  14. -reliant on using meter for stocks and reversals, lowering overall damage
  15. -extremely complex, will require serious mental fortitude and focus to play efficiently
  16.  
  17. notable normals:
  18. j.LK is a flipout
  19. j.MP is an elbow that causes hard knockdown in a juggle
  20. j.MK crosses up
  21. j.HK is a downward kick (think akiha) that ground bounces
  22. 5LK is a flipout
  23. 2LK/2MK are very standard light/medium lows, average range
  24. 6MP is a quick (17f?) short ranged overhead elbow, ground bounce on air hit. think hazama's 6A
  25. 5MK is a quick mid-height poke, good range, think omen's
  26. 5HK is a thrust kick poke, great range but pretty slow
  27. 2HK is a fairly standard sweep, decent range and somewhat unsafe
  28. 5MP is a fast (6f) short range elbow, good defensive/frame trap normal and easy for manuals
  29. 2MP is +1 on block, short range but little pushback and recovery, great for ticks
  30. 2HP is an AA normal with great vertical reach
  31.  
  32. ordered from most range to least: 5HK, 2HK, 5MK, 2MK, 6MP, 2HP, 2MP, 5MP
  33.  
  34.  
  35. 214K = stock-building offensive option. short-ish range, +1 on block with low recovery, builds stocks on hit/block, soft knockdown. can be delay cancelled into spells. kick used determines stock built. in combo, ender that does moderate damage, builds a stock, and soft knockdowns the opponent near you.
  36. 214KK = builds two stocks (choose by pressing the appropriate kicks on each hit) on hit/block and opens a combo on hit. two hits, safe on block. in combo, ender that does good damage, builds two stocks, and hard knockdowns the opponent near you.
  37. 236K = stock building neutral option. marginally unsafe point blank, safe if spaced, builds stocks on hit, soft knockdown. acts like a zoner limb with a projectile hitbox. kick used determines stock built. in combo, ender that does moderate damage, builds a stock, and soft knockdowns the opponent far away.
  38. 236KK = builds two stocks (choose by pressing the appropriate kicks on each hit) on hit/block and has quick startup. two hits, but safe from shadow counters and safe on block. soft knockdown. in combo, ender that does good damage, builds two stocks, and hard knockdowns the opponent far away.
  39. KKK = cast spell. cancellable from specials except 623PP. air OK. in combos, doubles/linkers/grounded manuals can't be cancelled into spells unless otherwise specified, but juggles can always be cancelled into spells. all spells are cancellable from throws but most will only combo in the corner.
  40.  
  41. 214KK and 236KK create a special "reserve" spell triggered with PPP
  42.  
  43. 0 = mobility = LK
  44. 1 = offense = MK
  45. 2 = zoning = HK
  46.  
  47. spells:
  48. 2 = very fast projectile, builds a good amount of meter regardless of current scaling and does solid chip on block. air version is angled diagonally downward and always bounces you backward. soft knockdown. combos from throw midscreen. combo OK.
  49. 1 = plus on block short-mid range elbow opener, allows any manual, can be held to delay the hit and increase advantage. air version is an elbow drop, unsafe but drops straight down, recaptures, and is an opener. heavy breakable. combo OK.
  50. 0 = on the ground, acts as a run that can be cancelled into any attacks but not blocking/jumping. in the air, acts as an airdash.
  51. 00 = temporary mobility buff, converting dash into a run, cancellable into attacks, blocking, jumping, and backdashing, and also enables airdashing.
  52. 01 = very fast "lock" projectile--on contact, puts the opponent in hit/blockstun and pulls the player in for an air attack. like hazama's chain. in air is angled diagonally downward and allows an air attack. 2KKK angles diagonally upward. on air hit, locks the opponent in the air like sadira's web. most effective from midrange as it becomes unsafe from very far out (though your followup will always combo regardless of range.) can also be used for mobility; pressing KKK again pulls you in to wherever the projectile is currently at and pulls you to it, carrying momentum. combos from throw midscreen.
  53. 02 = large multihit projectile. starts slow, but gains speed and hits with distance, from 2 hits at close range to 5 hits at long range. at max range, does heavy chip damage and locks down for a long time. air version goes downward diagonally, but curves to go horizontally once it reaches its normal height.
  54. 11 = overhead (KKK) or low (2KKK) projectile. equal startup on each (~15f) and staggers on hit. good active frames and decent range; about their max poking range. safe on block. in air the low version gains some startup due to dropping to the ground first.
  55. 12 = slow startup multi-hit projectile rain, direction held dictates where it comes down from--4KKK starts above and in front of you, 5KKK starts at about max 236K range, 6KKK starts close to fullscreen. does heavy chip damage. will never start past the corner or an aganos wall.
  56. 22 = near-fullscreen explosion. quick startup, good damage, and a launch. think dormammu's triple red spell. combos from throw midscreen. combo OK.
  57.  
  58. 236P = unsafe rush punch opener and carry linker (think windkick in terms of linker speed.) ender version is wallsplat. higher strengths go further and are less safe; light is -5, so if spaced will be safe.
  59. 236PP = safe shadow opener and shadow linker/shadow counter.
  60. 623P = AA special with a large vertical hitbox and good damage, all versions unsafe on block. sort of like a cross between eclipse and recluse. light is fastest (~7f) and soft knockdowns in front of you, but has no special properties. medium is slower (~8f) and launches the opponent high enough for a juggle. heavy is slowest (~10f) but has upper invul, launches highest and is jump cancellable, and does a large chunk of damage. damage linker, ender version is launcher and HKD.
  61. 623PP = true uppercut, leaves the ground with a large hitbox and full invul. damage ender, cashes out juggles. visually, think margaret's 2B.
  62.  
  63. instinct:
  64.  
  65. 214K becomes an opener and is plus on block
  66. 236K builds stocks on block and is an opener
  67. stocks are built even if moves whiff
  68.  
  69. instinct will allow you to build stocks while pressuring very effectively. 236K will be able to build meter for shadow stock moves cancelling into 2 spell or get you in to rush down with 0 spell, making your midrange game much more threatening. on the other hand, 214P being an opener gives you a safe option to pressure with, and if you stock a 0 spell then immediately cast it you'll have massive frame advantage to pressure or manual with. 236K as an opener cannot go directly into doubles from max range and instead must be converted using a rush punch linker which will move them in range to continue comboing.
  70.  
  71. random example mixups:
  72. launch (HP uppercut or 22 spell) then j.LK land into 11 spell--high/low that hits the opponent meaty.
  73. HKD ender, then meaty 12 spell, jump in for high/empty low.
  74. jump in xx 0 spell xx second jump in. double overhead.
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