K'/Move List

Overview


K' is a Rushdown Character with a very versatile and flexible moveset. K' has a emphasis on following up his moves with other moves; the biggest move for this is Ein Trigger, which can be followed up with Second Shoot, a projectile that can be used for zoning, and Second Shell, an upward kick that acts as an anti-air. He also boasts many offensive moves, such as his Crow Bite and Minute Spike, which has him strike forward with a flying kick. Starting with KOF 2001, Minute Spike got a follow-up called Narrow Spike, which can cause him to slide on the floor, and acts as a mixup tool.



Starting with The King of Fighters 2003, K' gains the Air Trigger, a fireball projectile that fires in a diagonal arc while in midair. This would be a part of K' moveset up until KOF Maximum Impact Regulation "A".



Starting with The King of Fighters XIII, his moves have become much faster and visually more vicious. In The King of Fighters XIV, Ein Trigger gained two more follow-ups: Second Whip, which can be used to extend combos, and Second Knuckle, another advancing move. Not content with this, SNK decided to bring back his Sniper Side for KOF XV (an excellent long-range poke that can also juggle opponents in the air), as well as grant K' the ability to perform a Blackout after an EX Second Shell, thereby increasing his corner carry and making him more oppressive as a result.

The price K' pays for his very damaging and oppressive combos, however, is meter dependency. Without it, his damage is quite below average, even with the advent of Second Shell's juggle potential due to the pushback he has on many of his normals on hit. Like most jacks of all trades, K' isn't particularly good in any area, either - he lacks the aggressive mix-up potential of Kyo, Ash's zoning abilities, or Shun'ei's aerial mobility and simplicity.

Speaking of which, another weakness that K' often has is his execution barrier. Many of his best combos are highly dependent on your ability to perform feats such as instant Air Minute Spikes to keep the opponent juggled in the corner or go from EX Ein Trigger (++), to Second Shell (+), and then to Blackout (+), all in quick succession. And that's not even getting into the juggle potential that Narrow Spike also has... provided you can actually land the Crow Bite follow-up since the window to do so is often tight.

Overall, if you're looking for a very well-rounded Battery or Anchor character that oozes rule of cool, then K' is your character.