KILL la KILL IF/Controls
With KLKIF being on the PS4, Switch, and PC, a notation system is to be put in place to better explain specific attacks or combos across all platforms.
To make the learning process as smooth as possible, numpad notation will be used for directional inputs as they're used in multiple other fighting games.
When no directional input is pressed (neutral.)
The directions used to do a horizontal attack.
Inputting either left(4) or right(6) will give you the same attack.
The directions used to do a vertical attack.
Inputting either down(2) or up(8) will give you the same attack.
The notation that is tied to Close Ranged Attack.
Example: Horizontal Close Ranged Attack = 4/6A
The notation that is tied to Long Ranged Attack.
Example: Standing Long Ranged Attack = 5B
The notation that is tied to Break Attack.
Example: Standing Break Attack = 5C
Short for Dash Attack (an attack out of a Step Dash.)
Example: Close Ranged Attack from a Step Dash = d.A
Short for jump.
Example: Jumping Long Ranged Attack = j.B
Short for Special.
Example: Break Attack Special = sp.C
|The notation that is tied to holding down a button.
Example: Charged Long Ranged Attack = 5[B]
|The notation means doing exact frame attacks
Example: 5:A usually means timed correctly, will release enhanced attack
Since KLKIF is a 3D arena fighter, you'll be free to move side to side, forward and back, diagonally, or in circles.
Regardless of the position of your character (or if the over-the-shoulder camera is behind them or not), forward will always be forward, right will always be right, etc.
|Ryuko (Valor Level 1)||1st|
|Mako (Tension Level 4)||2nd|
|Ryuko Dual-Wield (Valor Level 1)||6th|
|Mako (Tension Level 3)||7th|
|Mako (Tension Level 2)||8th|
Pressing the Jump button makes your character jump with free movement in the air afterwards.
With this you can jump forward, and then drift back to your original landing spot. You can also do sick 360's.
Pressing the Guard button causes your character to block in place against incoming attacks.
Attacks do not deal chip damage, and you're rewarded meter for successfully blocking attacks.
Types of Attacks
KLKIF is a 3 button fighter with each button having their own unique purpose.
There are the expected grounded and aerial attacks, but everyone also has exclusive attacks from dashing.
Close Ranged Attacks
Pressing the button multiple times performs followup attacks. Depending on the inputted direction, you will perform an attack that excels in covering specific actions.
Horizontal inputs will give you attacks that hit to the side, allowing you to catch Step Dashes and side movement. These moves don't hit as high and can be jumped.
Vertical inputs give you a narrow attack that hits upwards. Generally used as an anti-air that can be a combo starter.
Long Ranged Attacks
Long Ranged Attacks can cancel into multiple followups afterwards which doesn't make you much of a sitting duck when zoning. This can be used to close the distance on your opponent and travel with your projectiles.
Charging Long Ranged Attacks will give the move additional effects such as increased range, speed, damage, etc. You can also charge aerial Long Ranged Attacks to air stall, causing your character to float based on the direction of your jump.
Although they have weaknesses such as slow startup, long recovery, or short range, they're strong options if the opponent doesn't counterplay against them.
Horizontal Step Dash is invincible against Break Attacks on frame 1.
Specific moves can be done exclusively out of a vertical Step Dash (Ragyo can do Dash attacks from horizontal Step Dashes as well.)
Step Dash can be done in the air to perform an Air Dash. Air Dashing to the ground lets you act immediately into a Dash attack.
Horizontal Step Dash is invincible against Break Attacks on frame 1, making it a good wakeup option to avoid Break Attack okizeme.
This can be performed by pressing the jump button while blocking. Jumping while airborne causes you to do an aerial Homing Dash.
Homing Dash allows you to armor through low priority projectiles after the initial startup.
Both variants of Homing Dash can be dash canceled after the initial startup.
Grounded Homing Dash can be canceled into Dash attacks.