Difference between revisions of "Karnov (FHD)"

From Super Fighting Wiki
Jump to navigation Jump to search
(Created page with "{{Infobox |title=Karnov |image=Image:Kr-karnov.png }} ==Overview== ===Pros=== * * * * ===Cons=== * * * * ==Moves== ===Normal Moves=== Note: I'm only going t...")
 
m
 
(11 intermediate revisions by the same user not shown)
Line 7: Line 7:
  
 
==Overview==
 
==Overview==
 
+
As one of the "4 Gods" of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn't mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!
  
 
===Pros===
 
===Pros===
*  
+
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent's wakeup.
*
+
* Has an infinite combo on every character.
*  
+
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you're in range.
*  
+
* Great ability to escape bad situations and reposition himself with Teleport.
  
 
===Cons===
 
===Cons===
*  
+
* Average to below average neutral game, especially without charge.
*  
+
* Weakspot that can be hit by many mid attacks.
*  
+
* No Dragon Punch type reversal.
*  
+
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).
  
==Moves==
+
==Moves==  
  
 
===Normal Moves===
 
===Normal Moves===
Line 28: Line 28:
 
*Light Punch
 
*Light Punch
  
 +
Crouching - Mashable light punch with tons of range. Use it for chaining into sHP, which you will then cancel into 100 Kicks.
  
 +
Jumping - This move has very useful properties. It is the only air move in the game that you can mash multiple times, and you can also cancel it at any time into another one of Karnov's jumping normals. You will be using this for several things: comboing from the air, confusing the opponent with your air normals, etc.
  
 
*Strong Punch
 
*Strong Punch
  
 +
Standing - A very long reaching normal that can be buffered in neutral and is used for comboing into 100 Kicks. An integral part of Karnov's gameplay.
  
 +
Crouching - One of the best anti air normals in the game. I've yet to see an air normal beat it. You can also cancel it into special moves.
 +
 +
Jumping - Hits higher than jHK, which means you can use this to hit some head weakspots that jHK may sometimes miss.
  
 
*Light Kick
 
*Light Kick
  
 +
Standing - You may not think much of this move at first, but it has excellent hitboxes allowing it to be a pretty decent far anti air. In fact, characters like Lee and Marstorius have a hard time dealing with it.
  
 +
Crouching - Karnov's cLK is worse than most characters' because you cannot chain it into itself or other normals. However, it still links into cLP which can lead to combos, so it is well worth mastering the timing of cLK > cLP in order to make your high/low game more dangerous.
 +
 +
Jumping - A very good crossup. This normal is important in Balloon mixups after a knockdown, as you can cancel a Balloon into it, and the jLK will hit deep, allowing you to easily combo after it.
  
 
*Strong Kick
 
*Strong Kick
  
 +
Standing - Doesn't have as much reach as sHP, but it hits higher, allowing you to target head weakspots with it.
  
 +
Crouching - A slide with cancelable properties. It is always advisable to cancel the slide into a special move so that it remains safe. Slide xx HK 100 Kicks is a particularly good sequence either on block or hit: on block, it will be made safe with the special move, and on hit, it will allow you to do an immediate LP Balloon right after the 100 Kicks whiff.
 +
 +
Jumping - Has a very steep angle, so it can hit from both very high and very low to the ground. This is your main normal for jump in combos.
  
 
===Special Moves===
 
===Special Moves===
  
*  
+
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.
 +
 
 +
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don't have charge but still need a combo into knockdown. Other than that, not much use for this move.
 +
 
 +
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.
 +
 
 +
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it's completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It's air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they're giving up ground. All in all, this move is an integral part of Karnov's gameplan. USE IT!
 +
 
 +
*100 Kicks (Charge Back, Forward + Kick): Karnov flies forward and does 3 consecutive kicks. The last kick knocks down, even if it's the only one to connect. This is an important tool in Karnov's gameplay as it allows you to combo into it from your sHP buffer and get knockdowns, which can then lead into further mixups. Both versions are safe on block, and you can even Balloon right after it on block.
 +
 
 +
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov's toolset in competitive play and tournaments. Teleport allows you to punish any predictable fireball from fullscreen, which makes trying to zone Karnov a scary proposition. It can also be used in a few mixups. The input may be hard at first (think Third Strike kara timing but a bit more lenient), but it is well worth mastering.
  
 
==Gameplay==
 
==Gameplay==
  
 +
Your main objective as Karnov is to get a knockdown in order to get your Balloon shenanigans started, and hopefully kill the opponent from there. Thankfully, Karnov has several ways to score a knockdown: 100 Kicks, Slide, throw and all of his projectiles knock down. Once the opponent is on the ground, this is when the fun starts. I won't list every possible knockdown, but here's a small list of things Karnov can do after certain knockdowns:
 +
===General===
 +
* crLP (x2), throw
 +
* crLP (x2), walk forward, crLP, crHK xx Fireball
 +
===100 Kicks===
 +
* HP Balloon (you can either go in front or behind), jLK, cLP (x2), sHP xx HK 100 Kicks.
 +
* Jump forward as soon as your opponent is about to touch the ground, cLK, cLP, sHP xx HK 100 Kicks (you could also go for the infinite loop).
 +
* Jump forward, LP Balloon as soon as you hit the ground (you can go either in front or behind).
 +
===Throw===
 +
* LP Fireball, Teleport (50/50, doesn't work in the corner), if the fireball connects, do HK 100 Kicks then LP Balloon as soon as you're in your opponent's face.
 +
* Teleport, LP Balloon (works in the corner as well)
  
 +
All that said, there might be times where you don't need to go all out on offense, and thankfully Karnov has a decent time running away and zoning. Use your projectiles, Balloons and your Teleport to make your opponent chase you and run into needless damage, causing them to make mistakes and withering away at their health. There might even be a few instances and matchups where zoning becomes your primary strategy, such as vs. Lee and Marstorius. The key to playing Karnov is executing his mixups well and knowing when to go all in and when to be conservative.
  
 
==Combos==
 
==Combos==
*
+
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you'll most likely use to punish unsafe attacks from up close).
 +
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).
 +
*jHK, sHP xx HK 100 Kicks (your jump in combo).
 +
*Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).
 +
 
 +
===100 Kicks Infinite===
 +
The LK 100 Kicks infinite is dependent on the spacing of the move. You're supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):
 +
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)
 +
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)
 +
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)
  
 
==Matchups==
 
==Matchups==

Latest revision as of 07:53, 9 February 2020

Karnov
Kr-karnov.png

Overview

As one of the "4 Gods" of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn't mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!

Pros

  • 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent's wakeup.
  • Has an infinite combo on every character.
  • Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you're in range.
  • Great ability to escape bad situations and reposition himself with Teleport.

Cons

  • Average to below average neutral game, especially without charge.
  • Weakspot that can be hit by many mid attacks.
  • No Dragon Punch type reversal.
  • His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).

Moves

Normal Moves

Note: I'm only going to list normals that I find useful for at least 1 purpose, even if it is niche.

  • Light Punch

Crouching - Mashable light punch with tons of range. Use it for chaining into sHP, which you will then cancel into 100 Kicks.

Jumping - This move has very useful properties. It is the only air move in the game that you can mash multiple times, and you can also cancel it at any time into another one of Karnov's jumping normals. You will be using this for several things: comboing from the air, confusing the opponent with your air normals, etc.

  • Strong Punch

Standing - A very long reaching normal that can be buffered in neutral and is used for comboing into 100 Kicks. An integral part of Karnov's gameplay.

Crouching - One of the best anti air normals in the game. I've yet to see an air normal beat it. You can also cancel it into special moves.

Jumping - Hits higher than jHK, which means you can use this to hit some head weakspots that jHK may sometimes miss.

  • Light Kick

Standing - You may not think much of this move at first, but it has excellent hitboxes allowing it to be a pretty decent far anti air. In fact, characters like Lee and Marstorius have a hard time dealing with it.

Crouching - Karnov's cLK is worse than most characters' because you cannot chain it into itself or other normals. However, it still links into cLP which can lead to combos, so it is well worth mastering the timing of cLK > cLP in order to make your high/low game more dangerous.

Jumping - A very good crossup. This normal is important in Balloon mixups after a knockdown, as you can cancel a Balloon into it, and the jLK will hit deep, allowing you to easily combo after it.

  • Strong Kick

Standing - Doesn't have as much reach as sHP, but it hits higher, allowing you to target head weakspots with it.

Crouching - A slide with cancelable properties. It is always advisable to cancel the slide into a special move so that it remains safe. Slide xx HK 100 Kicks is a particularly good sequence either on block or hit: on block, it will be made safe with the special move, and on hit, it will allow you to do an immediate LP Balloon right after the 100 Kicks whiff.

Jumping - Has a very steep angle, so it can hit from both very high and very low to the ground. This is your main normal for jump in combos.

Special Moves

  • Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.
  • Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don't have charge but still need a combo into knockdown. Other than that, not much use for this move.
  • Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.
  • Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it's completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It's air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they're giving up ground. All in all, this move is an integral part of Karnov's gameplan. USE IT!
  • 100 Kicks (Charge Back, Forward + Kick): Karnov flies forward and does 3 consecutive kicks. The last kick knocks down, even if it's the only one to connect. This is an important tool in Karnov's gameplay as it allows you to combo into it from your sHP buffer and get knockdowns, which can then lead into further mixups. Both versions are safe on block, and you can even Balloon right after it on block.
  • Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov's toolset in competitive play and tournaments. Teleport allows you to punish any predictable fireball from fullscreen, which makes trying to zone Karnov a scary proposition. It can also be used in a few mixups. The input may be hard at first (think Third Strike kara timing but a bit more lenient), but it is well worth mastering.

Gameplay

Your main objective as Karnov is to get a knockdown in order to get your Balloon shenanigans started, and hopefully kill the opponent from there. Thankfully, Karnov has several ways to score a knockdown: 100 Kicks, Slide, throw and all of his projectiles knock down. Once the opponent is on the ground, this is when the fun starts. I won't list every possible knockdown, but here's a small list of things Karnov can do after certain knockdowns:

General

  • crLP (x2), throw
  • crLP (x2), walk forward, crLP, crHK xx Fireball

100 Kicks

  • HP Balloon (you can either go in front or behind), jLK, cLP (x2), sHP xx HK 100 Kicks.
  • Jump forward as soon as your opponent is about to touch the ground, cLK, cLP, sHP xx HK 100 Kicks (you could also go for the infinite loop).
  • Jump forward, LP Balloon as soon as you hit the ground (you can go either in front or behind).

Throw

  • LP Fireball, Teleport (50/50, doesn't work in the corner), if the fireball connects, do HK 100 Kicks then LP Balloon as soon as you're in your opponent's face.
  • Teleport, LP Balloon (works in the corner as well)

All that said, there might be times where you don't need to go all out on offense, and thankfully Karnov has a decent time running away and zoning. Use your projectiles, Balloons and your Teleport to make your opponent chase you and run into needless damage, causing them to make mistakes and withering away at their health. There might even be a few instances and matchups where zoning becomes your primary strategy, such as vs. Lee and Marstorius. The key to playing Karnov is executing his mixups well and knowing when to go all in and when to be conservative.

Combos

  • cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you'll most likely use to punish unsafe attacks from up close).
  • cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).
  • jHK, sHP xx HK 100 Kicks (your jump in combo).
  • Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).

100 Kicks Infinite

The LK 100 Kicks infinite is dependent on the spacing of the move. You're supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):

  • njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)
  • cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)
  • cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)

Matchups

  • Vs. Karnov (Mirror):
  • Vs. Clown:
  • Vs. Feilin:
  • Vs. Jean:
  • Vs. Lee:
  • Vs. Marstorius:
  • Vs. Matlok:
  • Vs. Mizoguchi:
  • Vs. Ray:
  • Vs. Ryoko:
  • Vs. Samchay:
  • Vs. Yungmie:
  • Vs. Zazie: