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Great_Dark_Hero

K99 Techno Panic Move Set

Mar 29th, 2015
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  1. Real Name: K99
  2. Age: N/A
  3. Height: 6'2" ft
  4. Weight: 210 pounds
  5. Race: Megaloid (Advanced Robot based on the Coyote)
  6. Nationality: Built in North America under Japanese Shayo Network supervision
  7. Ethnicity: None
  8. Occupation: Net Ranger (RANK: Captain - Occupation: Signal/Electronic Warfare)
  9. Likes: Meat (though he does not need to eat), Harley Davidson Motorcycles, Japanese Folklore
  10. Dislikes: Cold Weather, Heights, Abuse of the Justice Systems, Jumping to conclusions
  11. Fighting Style: Programmed with Okinawan Karate martial arts (Shorin-Ryu and Goju-Ryu), use of explosive equipment and flames
  12.  
  13. *Background*
  14. K99 is an advanced sentient robot modeled after a coyote by both the American and Japanese Shayo Network production company. As far as his personality goes, he is relatively friendly but still tries to stay focused on the task at hand. As a 1st class Megaloid, he chooses to work as a Net Ranger officer for GNCS operations, taking advantage of his own design. He would conduct scouting operations and then elevate his skill level to electronic warfare so that he can function on the battle field and in the computer world easily, using his scouting abilities, explosives and general intelligence to serve his cause. In the current timeline, a robot outbreak took place in the Shayo Network HQ in New York, causing many casualties. It is assumed that the Cyber Mafia, Nitro and the Dark Prominence are responsible for the outbreak. K99 participates in the investigation with the resident Net Ranger unit in New York City to find out who is responsible, mainly operating within GNCS. During the investigation, a Net Fighting tournament was suddenly announced by the Shayo Network and their partner company known as the ICNU. After receiving word that the Cyber Mafia and the other suspects are involved in the tournament, he promptly goes to the tournament to stop any further terrorist attack from the Cyber Mafia.
  15.  
  16.  
  17. **Normal Moves**
  18. = Throws =
  19. Cooking Crisp [MP Throw Finisher]: 230 damage. Grabs the opponent then slams his palm (or paw) into their chest, sending them flying backwards while on fire. Causes natural wall splat.
  20.  
  21. Cruncher [MK Throw]: 200 damage. Grabs the opponents to bite then on their shoulder then slams them on the ground next to him and then he breaths fire on them. Good for probable oki set ups.
  22.  
  23.  
  24. = Normals =
  25. KP: 90 damage. HIGH. Does a forward punch with inner arm. Does not chain. This cancels into special moves and Breakthrough, however. 4 frame start up. +1 on block.
  26. [Breakthrough KP+GP]: 150 damage. HIGH, MID. 2 hits. K99 performs a forward turning claw swipe and then a backwards claw swipe while turning back towards the opponents. Plus frames on hit, allowing for additional combo links. 4 frame start up. -2 on block.
  27. cl.KP: 95 damage. HIGH. A punch to the opponents face with outer arm. Chains into itself and other normals. Does not cancel into special moves or unique Breakthrough. 4 frame start up. +1 on block.
  28. cr.KP: 95 damage. MID. K99 performs a forward punching slash with his outer arm. Does not chain. Has pretty good priority. Offers rather ridiculous frame advantage on hit. Cancels into special moves and unique Breakthrough. 4 frame start up. +2 on block.
  29. j.KP: 95 damage. Punches outwards. Good air to air.
  30. KK: 95 damage. LOW. Kicks the opponents ankle with outer leg. Does not chain, but this will cancel into special moves and unique Breakthrough. 5 frame start up. -2 on block.
  31. [Breakthrough - KK+GK]: MID, MID. K99 does a turning roundhouse kick with his outer leg and then kicks the opponent
  32. cl.KK: 90 damage. LOW. Kicks the opponents ankle with inner leg. Chains into other Kilo normals but not itself. Cancels to special moves and unique Breakthrough. 4 frame start up. -3 on block.
  33. cr.KK: 90 damage. LOW. A low crouching kick. Has very short range but still chain cancels into itself and other Kilo normal moves. Does not cancel into anything. 4 frame start up. -4 on block.
  34. j.KK: 90 damage. A martial arts kicks. Can be used as either a jump in or good cross up tool. Very annoying. Good frame advantage on hit. Cross ups.
  35. MP: 185 damage. HIGH. Swipes outwards with a swinging claw strike, using his outer arm. Causes hard knockdown on hit. Has 9 frame start up. -4 on block.
  36. cl.MP: 190 damage. MID, MID. Two hits. A solar-plexus claw punch with his outer arm. Chains to Melee Moves. Cancels to special moves and Breakthrough. 4 frame start up. -3 on block.
  37. cr.MP: 180 damage. LOW. This is actually a sweep. K99 does a swiping claw chop motion with his inner arm. Hard knockdown. Does not whiff cancel. 4 frame start up. -1 on block.
  38. [Breakthrough - cr.MP+GP]: 215 damage. LOW, LOW, MID(overhead). K99 does a quickly jerks his outer paw outwards from the opponents legs, performs a secondary low claw swipe and then he jerks his outer side body forward. Last hit will cause a hard knockdown mid air opponents. 4 frame start up. The last hit is -4 on block.
  39. j.MP: 175 damage. A turning claw swipe with inner arm.
  40. MK: 170 damage. MID. A turning roundhouse kick. Can be a decent anti-air tool but range is bit wonky. 6 frame start up. -9 on block.
  41. cl.MK: 180 damage. MID. A leaning knee strike. 5 frame start up. -1 on block. Forces stand on hit and on block. Cancels to special moves and Breakthrough. This move will cause stagger on counter hit.
  42. cr.MK: 170 damage. HIGH. K99 turns backward to lean on the ground to do high spin kick. Great anti-air. Does not cancel into anything. Launches grounded and mid air opponents. 13 frame start up. -3 on block.
  43. j.MK: 175 damage. A forward kick with inner leg. Decent range, especially for air to air. Not the best jump in tool.
  44. GP: 200 damage. Leans forward a bit then performs a uppercut chop with his outer arm. Goes underneath highs and regular projectiles throughout start up and active frames. Causes a Floor Bounce when they reel backward on regular hit. 14 frame start up. -6 on block.
  45. cr.GP: 205 damage. LOW, LOW, LOW. 3 hit combo. K99 does a double low claw swipe with his metal paws. The first input is a two hit combo. The first hit cancels into special moves and unique Breakthrough. 7 frame start up. -4 on block.
  46. j.GP: Does a flipping claw strike with outer arm. This causes a hard knockdown on mid air opponents. Causes a FB on CH for mid air opponents.
  47. GK: 200 damage. MID. K99 does a strong forward step-in roundhouse kick with his tail extended outward. Causes Floor Bounce on mid air opponents. Causes a soft knockdown on grounded opponents. 9 frame start up. -2 on block.
  48. cr.GK: 200 damage. MID. K99 does double drop kick motion with both of his legs extended outwards. This hits mid. Sends the opponent flying away. Causes a soft knockdown on regular hit. Causes a wall bounce state on counter hit anywhere on the stage. 13 frame start up. -5 on block.
  49. j.GK: A burning forward knee attack. Causes a soft knockdown on grounded and mid air opponents. Laggy start up. Good priority.
  50.  
  51.  
  52. = Melee Moves =
  53. Falling Axe [Forward+MK]: 195 damage. MID, MID(overhead). K99 does a forward kick and drops the same leg downwards. 8 frame start up. -3 on block.
  54.  
  55. Quake Claw [Down+Back x2 + MP]: 220 damage. OTG properties. Does 130 damage for OTG, unscaled. LOW. K99 does a turning sway and then does an extremely nasty low hitting back fist. Plus frames on hit to the point where K99 can combo after it on the grounded opponent. Low profile against highs and regular projectiles. 11 frame start up. +8 on block.
  56.  
  57.  
  58. = Melee Move Strings =
  59. Coyote Cutter [Down+Forward+MP, MP]: 195 damage. MID, HIGH. K99 does a forward uppercut motion with his outer arm and a paw strike with his inner arm. Plus frames on hit but not enough to get any other combo. The second input forces stand on hit and on block. Causes soft knockdown on grounded and mid air opponents. Not delayable.
  60. First input is 3 frame start up and is -3 on block.
  61. Last input is 4 frame start up. -18 on block.
  62.  
  63. Dog Face Combo [Down+Forward+MP, KK, KP]: 225 damage. MID, LOW, MID. The string ends with K99 does a low kick with his inner leg and then a back fist the opponent chest area. Plus frames on hit and it is possible to link into another move to continue the combo. The second hit causes stagger. Last hit causes hit stun grounded opponents and a soft knockdown on mid air opponents. Not delayable.
  64. Second input is 4 frame start up. -8 on block.
  65. Last input is 4 frame start up. -20 on block.
  66.  
  67. (Breakthrough) Underdog [Down+Forward+KP, Up+KP+GP, Back+KP]: (Requires 1 Phase) 210 damage. MID, MID, HIGH. The second input has K99 perform another curving uppercut with his inner paw and then a vicious circular moon back moon slash above his head. The second input causes a stagger state. The last input will launch the opponent and will causes a Floor Bounce on mid air opponents.
  68. Second input is 5 frame start up. -5 on block.
  69. Last input is 6 frame start up. -19 on block.
  70.  
  71. Dog Pound [Back+GP, KP, up+MP]: 320 damage. MID(overhead), MID, MID. K99 does a forward punch with his outer arm. Then he does double fist punch to the opponents chest and then he pushes himself forward, flailing his arms outwards to crushes the opponent with a burning double palm strike to the opponents chest. The first hit causes a crumple state on counter hit. The last hit causes a hard knockdown when the opponent reels to the ground.
  72. First input is 7 frame start up. -5 on block.
  73. Second input is 5 frame start up. -12 on block.
  74. Last input is 5 frame start up. -23 on block.
  75.  
  76. (Breakthrough) Franker Ball Z [Down+Back+KK, GP, MP, KP, KK+GK]: (Last input requires 1 Phase) 330 damage. MID, MID(overhead), HIGH, MID. K99 does a side kick with his outer leg, an forward leaning elbow lunge with his outer arm, a turning claw swipe with his inner arm and a turning back claw swipe laced with fire while turning back towards his opponents. If the player spends the Phase, K99 does his GK attack to send the opponent flying for a Floor Bounce. Last input causes a Floor Bounce as the opponent reels. First hit causes stagger. Fourth hit causes stagger. Fourth hit causes a soft knockdown on mid air opponents. The second input forces stand on hit and on block. The second and last hits are delayable.
  77. First input is 7 frame start up. -4 on block.
  78. Second input is 4 frame start up. -4 on block.
  79. Third input is 5 frame start up. -17 on block.
  80. Fourth input is 6 frame start up. -26 on block.
  81. Last input is 7 frame start up. -33 on block.
  82.  
  83.  
  84. = Special Moves =
  85. Black Bomb [DP+P]: K99 tosses a black bomb to the ground. The position of the bomb is based on the button that is
  86. pressed. The bomb explodes 1 second after it lands on the ground. The bombs themselves do not damage the opponent.
  87. The explosions are 2 hit combos. The exploses lasts for exactly 3 seconds. All versions of the bomb explosions
  88. do 195 damage and launch the opponent forward. All versions have 7 frame start up with 3 frame recovery.
  89. KP: The bomb is tossed at one character width.
  90. MP: The bomb is tossed near the mid screen.
  91. GP: The bomb is tossed a little beyond the mid screen.
  92.  
  93. Jet Line [QCB+P]: 180 damage. K99 shoots a ground based flame projectile on the ground. All versions of the move
  94. causes a soft knockdown. Hits characters out of Mega Dash.
  95. KP: 6 frame start up. Recovery = 12 frames. Flames travel rather slow.
  96. MP: 8 frame start up. Recovery = 7 frames. Flames travel at medium speed.
  97. GP: 11 frame start up. Recovery = 3 frames. Flames travels at ver fast speed.
  98. Breakthrough [KP+GP]: Projectile now resembles hot lava. 5 frame start up. Recovery = 3. Causes hit stun.
  99. 3 hit combo. Causes stagger state, therefore K99 can combo after this move on grounded opponents. Does 305 damage.
  100. Breakthrough [MP+GP]: Projectile now resembes hot lava. 15 frame start up. Unblockable. Recovery = 9 frames.
  101. Hard knockdown. OTG properties. Does 360 damage on regular hit. Does 195 damage for OTG damage.
  102.  
  103. Magma Stream Hook [Forward~HCF+P]: K99 does a nasty forward haymaker swinging motion with his inner arm, laced with flames.
  104. All regular versions of this move is neutral on block and upperbody invincibility. Floor Bounce on counter hit.
  105. This move advocates Techno Panic Attack. This move cancels in Breakthrough.
  106. KP: 210 damage. 4 frame start up. K99 remains stationary.
  107. MP: 255 damage. 4 frame start up. Travels a one character distance.
  108. GP: 270 damage. 4 frame start up. Travels a two character distance.
  109.  
  110.  
  111. = Mega Dash Moves =
  112. Molten Rock Slide Kick [During Mega Dash - Down+GK]: 200 damage. LOW. K99 performs a nasty looking front slide kick.
  113. When this move connects, he slides through the opponent and the opponent is instantly knocked down. This is a hard
  114. knockdown. The slide is laced with molten rocks and explosives. 3 frame start up. -5 on block.
  115.  
  116. Chomp Chomp [During Mega Dash - KP+MP, KP+MP]: 225 damage. MID, MID. 2 hit combo. K99 starts lashing out and he bites
  117. the opponent by jerking his hand forward and then jerks his upperbody backwards, claws and tearing away with the opponent.
  118. The first hit causes stagger and the last hit causes a soft knockdown on grounded and mid air opponents.
  119. First input is 6 frame start up. -5 on block.
  120. Second input is 5 frame start up. -9 on block.
  121.  
  122. Lava Moon [During Mega Dash - Back+GP]: 190 damage. MID. K99 does a crescent moon slash, swiping his claw upwards while
  123. reeling himself backwards. A pretty generous anti-air. Causes hit stun on grounded opponents. Puts mid air opponents
  124. in a launch state.
  125. 5 frame start up. -7 on block.
  126.  
  127.  
  128. = Post-Techno Panic Moves =
  129. Hot Air Slasher (Requires Final Phase Techno Panic)[Down+Forward+MP, KP, MP, KP]: 315 damage. MID, MID, MID, MID, MID.
  130. 5 hit combo. K99 rushes forward, performing a barrage of claw strikes with both of his arms.
  131. The last hit is a 2 hit combo. Not delayable.
  132. First input is 5 frame start up. -4 on block.
  133. Second input is 5 frame start up. -10 on block.
  134. Third input is 4 frame start up. -23 on block.
  135. Last input is 7 frame start up. -28 on block.
  136.  
  137. Coyote Moon Slicer (Requires Phase 1 Techno Panic)[During Mega Dash - up+MP]: 175 damage. MID (overhead).
  138. K99 does a lunging forward moon chop motion laced with fire. 8 frame start up. Low invincibility. +1 on block.
  139.  
  140. Nova Break Combo (Requires Phase 1 Techno Panic)[Back~Forward+MP, KP, Back+MP]: 300 damage. MID, MID(overhead),
  141. MID. 3 hit combo. K99 thrusts his fist forward with his outer arm, a blazing haymaker with his outer arm and then
  142. an explosive turning uppercut motion with his outer arm. All hits are delayable. Third hit causes a soft knockdown
  143. on grounded and mid air opponents. The third hit allows Techno Panic Attack.
  144. First input 6 frame start up. -5 on block.
  145. Second input 5 frame start up. -14 on block.
  146. Last input 8 frame start up. -18 on block.
  147.  
  148. Coyote Tail Spin Combo (Requires Phase 1 Techno Panic)[Back, Forward+MP, Up+GK]: 260 damage. MID, MID.
  149. K99 starts the combination the same way but does his GK attack to finish the combo. The last in hit will
  150. Floor Bounce. Delayable.
  151. Last input is 6 frame start up. -11 on block.
  152.  
  153. Explosion Paw (Requires Phase 2 Techno Panic) [Down~Charge~Up+P]: K99 does a thrusting straight upper paw while
  154. standing and extending his body upwards.
  155. Allows Techno Panic Attack.
  156. KP: 5 frame start up. No invincibility. 180 damage. -3 on block.
  157. MP: 7 frame start up. Upperbody invincilibilty. 190 damage. -5 on block.
  158. GP: 9 frame start up. Completely invincbility on start up. 200 damage. -9 on block.
  159.  
  160. Self-Destruction (See Unique Breakthrough)
  161.  
  162.  
  163. = During Techno Panic Only =
  164. Jaws of Death [DP+Any Kick(Down+Forward+K during Mega Dash)]: 4 frame command grab. This can never be comboed into.
  165. Upperbody invincibility. K99 grapples the opponent, bites at them, takes the opponent arm to unbalance and then shoves
  166. the opponent away. K99 can combo after this as the opponent is automatically placed in a stagger state.
  167.  
  168.  
  169. = Unique Breakthrough =
  170. Big Black Bomb [QCFx2 + Any Punch]: Spends 1 Phase. Does 500 damage. Total hits: 5. K99 tosses a big black bomb
  171. overhead. The bomb will explode 2 seconds after landing, leaving behind an explosion with a rather large hit box.
  172. Places opponents in launch state. K99 can juggle the opponent after they are hit by this move.
  173. KP version causes the bomb to land in front of him.
  174. MP version causes the bomb to land about a mid screen distance.
  175. GP version causes the bomb to land a little beyond the mid screen distance.
  176. Start up 24 frames include super freeze. Recovery is 21 frames.
  177.  
  178. Lava Jet Coyote [KP, KP, Forward+KK, MP - Second input: QCF+P. Last input: Forward+P]: Spends 1 Phase.
  179. 755 damage. K99 spreads his arms outwards and the thrusts them together as if he is clapping his paws,
  180. emitting a large explosion. On the second input, K99 does a lunging forward double fire-laced claw strike.
  181. On the last input, K99 rounds his outer arm upwards and then slams it down hard, creating another verticle explosion.
  182. 8 hit combo. The first input is 1 hit. The second input is 2 hits. The last input is a 5 hit combo.
  183. The first input forces players to crouch on hit and on block. Both inputs of the of the second input are overheads.
  184. The first input has 7 frame start up and is +1 on block.
  185. The second input has 5 frame start up and is -20 on block.
  186. The third input is 7 frame start up up and is -47 on block.
  187.  
  188. Magma Jet Coyote [KP, KP, Back+KK, MP - Second input: QCF+P. Third input: HCB+P Final Input: Forward+P]: Spends 2 Phases.
  189. 1250 damage. Same first and second input with the first input having quicker start up and upperbody invincibility.
  190. The third input however is a combination of moves that K99 does on the ground, a quick blazing barrage of
  191. martial arts moves that will end with K99's Franker Ball Z and then a Chomp Chomp follow up. On the final input,
  192. K99 does does a double thrust punch and then steps forward to thrust his arms forward to blow the opponent far away
  193. from him. 14 hit combo.
  194. The first input has 6 frame start up and is +1 on block.
  195. The second input is 8 frame start up and is -20 on block.
  196. The third input is 6 frame start up and is -39 on block.
  197. The last input is 6 frame start up and is -50 on block.
  198.  
  199. Self-Destruction (Requires Phase 2 Techno Panic)[MP, MK, Back+KP, Forward+MP - After triggering the animation, press All
  200. Punches after being KO'd or during Sharp Defense. Hold All Punches to delay the explosion. Press back or forward to
  201. move around]: Spends 2 Phases. K99 powers himself up. If K99 uses Sharp Defense or get's KO'd, K99 will self-destruct
  202. himself if the player play presses the notation. If the player delays the input, they can move K99 around gradually.
  203. Causes a lot of chip damage and lowers the character Block meter to a absurd degree.
  204. The explosion has 9 frame start up. It has 32 frame recovery.
  205.  
  206.  
  207. **PROS**
  208. + Walk and run speed is above average / Good mobility
  209. + Awesome at the close ranger and trap-based zoning pressure
  210. + High damage output even without meter
  211. + Annoyingly powerful block punishers
  212.  
  213. **CONS**
  214. - "All or nothing" approach in offense
  215. - Set-up Heavy / Requires a lot of planning for some high damaging combos
  216. - Normal moves and Melee Strings in general have weak range
  217. - Defensive and reversal options are generally nonexistent or god-awful, even worse than Eiji
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