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JuiceboxAbel

KOF XV Reversals [Work In Progress]

Feb 22nd, 2022 (edited)
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  1. full: entire body
  2.  
  3. head: upper invul but only at the top of their head, mostly useful for antiairs. will not beat meaty mid and high attacks (like close jabs or close heavies)
  4.  
  5. upper: invul to most close-range attacks that are not lows and deep jumpins
  6.  
  7. low: low invul
  8.  
  9. A = light punch
  10. B = light kick
  11. C = heavy punch
  12. D = heavy kick
  13. AC = both punches
  14. BD = both kicks
  15.  
  16. [] = hold (charge moves)
  17.  
  18. P = any punch
  19. K = any kick
  20. # = any button (Kukri's 22#, Ash's 214#, etc)
  21. ----------------------------------------
  22. IMPORTANT NOTES, PLEASE READ:
  23.  
  24. ONE:
  25. Some supers are fully invul on wakeup for many frames, but some are only invul for maybe 2 or 3 frames at most. I did -not- list these supers as invul because they do not carry their invul through to the attack, making them unreliable on wakeup. There are LOTS of these.
  26.  
  27. TWO:
  28. This is --NOT-- a list of all special properties in the game, rather a list focused on wakeup reversals. There are plenty of armor moves and other interesting things going on that are not here, however I did notate any interesting things I found.
  29. ---------------------------------------
  30. Shunei
  31. full - 236236AC, 236236BD, Climax
  32. head - 623C/AC
  33. ---
  34. Meitenkun
  35. full - any [2]8P, any 236236P, 236236BD, Climax
  36. note: 28P has low range
  37. ---
  38. Benimaru
  39. full - any 623K, 236236AC, Climax
  40. upper - 236236C
  41. low - 236236A
  42. note: 623D has low range
  43. ---
  44. Ash
  45. full - [2]8D/BD, any 236236K, ABCD, Climax
  46. head - [2]8B
  47. ---
  48. Liz
  49. full - any 236236P, Climax
  50. head - 214B/D
  51.  
  52. *236214P has only a frame or two of invul, any attack can beat all 3 versions clean if timed right.
  53. ---
  54. Kukri
  55. full - any 236236K, 236236AC, Climax
  56. upper - any 22#
  57. head - 214B/D
  58.  
  59. *glitch*? if 236236A/C are used as a reversal, the meter is not spent.
  60. ---
  61. Kyo
  62. full - 623C/AC, 214236AC, any 236236P, Climax
  63. head - 623A
  64. upper - 214236A/C
  65. low - 63214B
  66.  
  67. *his chargeable supers have no invul if you charge them
  68. ---
  69. Iori
  70. full - 623D, 623C/AC, Climax
  71. head - any 214P
  72. ---
  73. Chizuru
  74. full - 623C/AC, 214236C/AC, Climax
  75. head - 623A
  76. ---
  77. K'
  78. full - 623C/AC, 236214A/C, Climax
  79. head - 623A
  80.  
  81. Use any 236214P to counter projectiles.
  82.  
  83. 214BD has armor frame 1.
  84. ---
  85. Maxima
  86. full - Climax
  87.  
  88. His 236236A and C supers have very brief full invul followed by high armor. The 236236K supers are the same, without the armor. Some low meaties will win.
  89.  
  90. 623BD and 236236AC are low invul AND have high armor. More or less functioning the same as a fully invul wakeup.
  91.  
  92. one frame command grab - 63214B
  93. ---
  94. Whip
  95. full - 41236C/AC, any super, Climax
  96. head - 41236A
  97. ---
  98. Isla
  99. full - 623D, any super, Climax
  100. head - 623B
  101. ---
  102. Heidern
  103. full - [2]8C/AC, any 214236K, Climax*
  104. upper - 623C
  105. head - [2]8A, 214BD
  106.  
  107. Climax whiffs on crouchers at all times. [2]8A loses to basically everything except jumping normals. 623C has some armor after the invul is over.
  108. ---
  109. Dolores
  110. full - any super, Climax
  111. head - 4214B
  112. ---
  113. Terry
  114. full - 623C/AC, 623D*, 236236BD, any 214236P, Climax
  115. head - 623A
  116.  
  117. *623D has full-body armor on frame 1.
  118. ---
  119. Andy
  120. full - 623C, 214236BD
  121. upper - 214236B/D
  122. ---
  123. Joe
  124. full - any 623K, 236236AC, Climax
  125. upper - any 214236K
  126. ---
  127. Ryo
  128. full - 623C/AC, 236214AC, Climax
  129. head - 623A
  130. ---
  131. Robert
  132. full - 623C/AC, 236214AC, Climax
  133.  
  134. Same as Ryo, worse light DP.
  135. ---
  136. King
  137. full - 623BD, any super, Climax
  138. ---
  139. Yashiro
  140. full - any 236236K, Climax
  141. upper - 623C/AC*
  142.  
  143. *upper body armor on frame 1, not strictly "invul". Lows beat these clean.
  144. ---
  145. Shermie
  146.  
  147. full invul - any 236236K, Climax
  148.  
  149. 214C/AC are invul to grounded attacks. Any jumpin stuffs them but it goes straight through most ground meaties.
  150.  
  151. All 623K are invul to airborne attacks. Goes straight through a burn knuckle.
  152.  
  153. 1-frame grabs - any 41236P, any 4123641236P
  154. ---
  155. Chris
  156. full - any 623K, any 214214K, Climax
  157.  
  158. 236BD and Climax go through fireballs.
  159. ---
  160. Athena
  161. full - 623C/AC, any 6321463214P, Climax
  162. head - 623A
  163. ---
  164. Mai
  165. full - 214236BD, 236236AC, Climax
  166. head - any 236K
  167.  
  168. As usual, poor wakeups all around for Mai. 236K having head invul is interesting because it's too slow to be a good reaction anti-air. I wonder what it's for.
  169. ---
  170. Yuri
  171. full - 623A/AC, any 214214P, 236214BD, Climax
  172. head - any 623K
  173.  
  174. As with Ryo/Robert, the fireball supers and level 1 ranbus don't work on wakeup. Unlike them, her -light- DP is her main antiair and she has a 3rd super which does work on wakeup.
  175. ---
  176. Leona
  177. full - [2]8AC, Climax
  178. head - [2]8A/C
  179.  
  180. *214236K has only a frame or two of invul. BD version has a little more but can still lose.
  181.  
  182. Air super: unfortunately, can still lose to fireballs or jumping normals. Not invul while traveling.
  183. ---
  184. Ralf
  185. full - 214AC, any 214236K, Climax
  186. upper - 214C, 236236AC*
  187. low - 63214BD
  188.  
  189. 236236AC has armor after a couple frames of full invul.
  190.  
  191. All versions of 236236P go -through- projectiles. (the projectile keeps flying and is not destroyed)
  192. ---
  193. Clark
  194. full - 41236B*, any 623K, any 4123641236K**, Climax
  195. upper - 41236AC
  196.  
  197. 1-Frame grabs: 41236D/BD, any 6321463214P
  198.  
  199. *light backbreaker has full-body armor + throw invul on frame 1.
  200.  
  201. **B and D Running Three only have a few frames of invul. BD Running Three can run through fireballs.
  202.  
  203. AC mount tackle can beat high meaties and also anti-air.
  204. ---
  205. Antonov
  206. full - 623AC, any 236236P*, any 236236K**, Climax
  207. head - 63214BD
  208.  
  209. *Will probably miss when using on wakeup, be careful.
  210.  
  211. **236236K has only a few frames of invul. BD version is reliable on wakeup.
  212.  
  213. BD Gigantic Back has some head invul, but it's slow so not sure how to use it.
  214. ---
  215. Ramon
  216. full - 41236A, 214BD, Climax
  217. low - 22AC, 214236BD
  218. 1-frame grabs: any 6321463214P/41236AC
  219.  
  220. His Climax is a grab.
  221. EX Tiger Load has a couple of invul frames, interesting to see how/if it will be used.
  222.  
  223. **214236B/D dont cost a bar if they dont work on wakeup**
  224. ---
  225. Dino
  226. full - 4214BD*, 63214C**, 236236BD, Climax
  227. upper - 236236B/D
  228.  
  229. 1-frame grabs: 63214A, any 6321463214P
  230.  
  231. *Misses often, hitbox seems very high
  232.  
  233. **C grab is fully invul for a few frames, then has full body armor for a few more frames before the grab connects.
  234. ---
  235. Krohnen
  236. full - 623C/AC, any 236236P, Climax
  237. upper - 236236B/D
  238. ---
  239. Kula
  240. full - 623A/AC, 236236AC, 236236BD, Climax
  241. upper - 623C, 236236A/C, 236236B/D
  242.  
  243. Her level 1 supers wont beat slides but will beat many other things.
  244. ---
  245. Angel
  246. full - 4623AC, Climax
  247.  
  248. 4623K has a very small activation window.
  249. ---
  250. Blue Mary
  251. full - 623D/BD, any 214P*, 236214C/AC, Climax
  252. head - 623B
  253. low - 236AC
  254. projectile - 623AC
  255.  
  256. 1-frame grabs: any 4123641236K
  257.  
  258. *A and C versions of Real Counter are fully strike invul, but throwable. EX adds throw invul for complete invul.
  259.  
  260. Probably the best suite of reversals in the game so far.
  261. ---
  262. Vanessa
  263. full - 236236AC, 214236AC, Climax
  264. upper - any 214/236K, any 214P
  265.  
  266. Puncher Vision (214/236K) gets under more attacks/fireballs than 214P does.
  267. ---
  268. Luong
  269. full - any 236236K, 236214BD, Climax
  270. upper - 214BD
  271.  
  272. 214BD is a good antiair into combo.
  273. ---
  274. Rock
  275.  
  276. upper - 623C
  277. full - 623A/AC, 236236P, climax (both)
  278. low - 214AC[!]
  279.  
  280. 236BD has invul above Rock's knees for a few frames, then counters non-lows (including jumpins).
  281. Any 236236K has full projectile invul for its travel time.
  282. Rock's Climaxes are invul long enough to run through fireballs at mid-screen.
  283. ---
  284. B.Jenet
  285.  
  286. full invul - any 236236K, 236236AC
  287. 236BD has invul against airborne attacks.
  288. 214236CD is a 2nd-frame counter (the 1st frame is fully invul).
  289.  
  290. any 236236P super can travel through projectiles briefly. (It can get through two of Joe's EX tornadoes, but it's difficult to get through all three.)
  291. ---
  292. Gato
  293.  
  294. full - 623B/BD, 236236AC, any 236236K, climax
  295.  
  296. The travels of climax and 236236D are projectile invul.
  297.  
  298. 236236C seems to beat attacks sometimes that A version can't. Perhaps it has an extra frame of invul, but I'm not sure exactly why. Neither are great wakeups, both can trade.
  299. ---
  300. Omega Rugal
  301.  
  302. reversals:
  303. fully invul - any 623K, 236214AC, 236236BD, climax
  304.  
  305. Level 1 punch super can trade while traveling.
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