King Crimson: Difference between revisions
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{{Spec/Stand Infobox | |||
| title1 = King Crimson | | title1 = King Crimson | ||
| image1 = King crimson.webp | | image1 = King crimson.webp | ||
| chart = {{StandChart4|power=A|speed=A|range=E|durability=E|precision=A|potential=A}} | | chart = {{StandChart4|power=A|speed=A|range=E|durability=E|precision=A|potential=A}} | ||
| moveset = Specials | |||
| special_1 = Eye Chop | |||
| special_2 = Donut | |||
| special_3 = Prediction/Move Cancel | |||
| utility = Timeskip | |||
| ultimate = Time Erase | |||
| image2 = King crimson skin1.png | |||
| image3 = King crimson skin2.png | |||
| image4 = King crimson skin3.png | |||
}} | }} | ||
== Description == | == Description == | ||
'''King Crimson''' is one of the most powerful non-evolved stands in the '''Jojo's Bizarre Adventure''' series, it has the ability to erase time and move around in erased time. | '''King Crimson''' is one of the most powerful non-evolved stands in the '''Jojo's Bizarre Adventure''' series, it has the ability to erase time and move around in erased time. | ||
=== About === | |||
Close-Range Deadly PUNISHER | |||
==== Pros ==== | |||
* Extremely high damage output | |||
* Priceless move cancel | |||
* Counter Easy setups | |||
==== Cons ==== | |||
* Below average speed | |||
* Slow, limited armored options | |||
* Limited pressure | |||
* Hard to master | |||
== Moves / Combos == | == Moves / Combos == | ||
{{MoveInfo|name=Dual Chop|key=Light|image= | {{MoveInfo|name=Dual Chop|key=Light|image=KCLight.gif|startup=9|active=1(5)1|active_num=7|recovery=7|damage=4+4 <br> Total:8|knockback=0.2|adv_hit=13 (burstable)|adv_block=1|distance=0.85|description=Multi Hit dual chop}}{{MoveInfo|name=Sweep|key=Light (crouching)|image=KCSweep.gif|startup=9|active=1|active_num=1|recovery=10|damage=5|knockback=0.4|adv_hit=9 (burstable)|adv_block=-4|distance=0.85|description=King Crimson performs a low sweep with his hand. Quick Combo finisher that knocks down}}{{MoveInfo|name=Vertical Chop|key=Heavy|image=KCHeavy.gif|startup=11|active=1|active_num=1|recovery=7|damage=6|knockback=0.6|adv_hit=17 (burstable)|adv_block=3|distance=0.85}}{{MoveInfo|name=Barrage|key=Barrage|image=KCBarrage.gif|startup=2|active=13(26)|active_num=36|recovery=2|knockback=1.1|damage=1x13 | ||
Total: 13|adv_hit=7 (launch)|adv_block=1|distance=0.85}}{{MoveInfo|name=Eye Chop|key=Special 1|image= | Total: 13|adv_hit=7 (launch)|adv_block=1|distance=0.85}}{{MoveInfo|name=Eye Chop|key=Special 1|image=Eye Chop.gif|startup=19|active=1|active_num=1|damage=9|recovery=9|knockback=0.7|adv_hit=17 (burstable)|distance=1.0|adv_block=-5}}{{MoveInfo|name=Blood Throw|key=Special 1 (crouching)|image=BloodThrow.gif|startup=9|active=1|active_num=1|recovery=5|damage=4|knockback=0|adv_hit=???|adv_block=???|distance=Projectile}}{{MoveInfo|name=Donut|key=Special 2|image=Donut.gif|startup=29|active=1|active_num=1|recovery=18|damage=14|knockback=1.5|adv_hit=-9 (Launch)|adv_block=0|distance=1.0}}{{MoveInfo|name=Prediction|image=Epitaph.gif|key=Special 3|startup=3|active=1|active_num=1|recovery=100|description=Allows the user to see entities projected future. Using Time Erase while this is active will force them to the projected location. | ||
Can also be activated to cancel a move during it. This puts Time Erase on a 5 second cooldown.}}{{MoveInfo|name=Epitaph|key=Special 3 (crouching)|image=KCCounter.gif|startup=4|active=30|active_num=|recovery=13|damage=0|description=Counter that stuns your opponent, and swaps your positions.}}{{MoveInfo|name=Time Erase|key=Ultimate|description=6 second duration. King Crimson can't attack or be attacked in this time. KC can cancel this early to perform an attack.|image=Time Erase.gif|startup=3|active=120}}{{MoveInfo|name=Timeskip|key=Utility|image=KCUtility.gif|description=16 meter teleport.|distance=16|startup=0}} | |||
=== BnB's === | |||
==== BnB 1 ==== | |||
'''the gamer (THE bnb)'''<div style="background: #1a1a1a; border: 2px solid #333; padding: 15px; margin: 0.5em 0; border-radius: 8px; box-shadow: 0 4px 8px rgba(0,0,0,0.5); overflow: hidden;"> | |||
M1 > Barrage > delay.Sp3 > M1 > Heavy~Overhead</div> | |||
==== BnB 2 ==== | |||
'''the loop zoopler (sub optimal damage for a setup that kills them if you guess right)'''<div style="background: #1a1a1a; border: 2px solid #333; padding: 15px; margin: 0.5em 0; border-radius: 8px; box-shadow: 0 4px 8px rgba(0,0,0,0.5); overflow: hidden;"> | |||
Sp1 > Sp2 > M1 > Heavy~Overhead > Ultimate</div> | |||
==== BnB 3 ==== | |||
'''hits like a firetruck (TOD)'''<div style="background: #1a1a1a; border: 2px solid #333; padding: 15px; margin: 0.5em 0; border-radius: 8px; box-shadow: 0 4px 8px rgba(0,0,0,0.5); overflow: hidden;"> | |||
Sp2 > Cancel.Sp3 > Utility > Barrage > Cancel.Sp3 > M1 > Heavy > Cancel.Sp3 > Sp1 > Cr M1</div> | |||
=== | === Combos === | ||
==== Combo 1 ==== | |||
'''The Truflie Beatdown (Brawler)'''<div style="background: #1a1a1a; border: 2px solid #333; padding: 15px; margin: 0.5em 0; border-radius: 8px; box-shadow: 0 4px 8px rgba(0,0,0,0.5); overflow: hidden;"> | |||
Combo 1:[[File:TruflieBeatdown-ezgif.com-video-to-gif-converter.gif|frameless|right]]Barrage > (Sp3) > M1 > Heavy > (Sp3) > Sp1 > (Sp3) > S.Off | |||
Sp2 > Sp1 (Buffer) > S.On | |||
M1 > S.Off | |||
Heavy > Barrage > (Slight Delay) > S.On | |||
M1 > S.Off | |||
Cr Heavy > | |||
S.On Cr M1 | |||
</div> | |||
</div> | |||
==Strategy== | |||
<div class="mw-collapsible mw-collapsed" style="width: 100%; border: 1px solid #444; border-radius: 4px; padding: 10px; background-color: rgba(0, 0, 0, 0.2); color: inherit;"> | |||
<div style="font-weight: bold; padding: 5px; cursor: pointer; color: #ffcc00; border-bottom: 1px solid #444;">Click to expand: King Crimson Strategy by Arna</div> | |||
<div class="mw-collapsible-content" style="padding-top: 10px; font-style: italic; line-height: 1.6;"> | |||
"You're supposed to try to play around your miserable attack speed. | |||
Supplement your jabs with spec jabs since they are actually fast. | |||
Use donut a lot because its an okay threat that you can always move cancel. So if you miss, you aren't minus; if you hit, you get some neat damage that can go into a combo if you're dialed in. If they block it, you move cancel regardless so you have many plus frames and can take your turn. | |||
Learn your combo routing so you can extract the maximum possible damage from every hit, because KC's defining trait is its cataclysmic damage output. | |||
You should basically be finding an excuse to move cancel at any given moment because there is usually a good use case for it. You can also move cancel from something punishable into epitaph for an easy counter bait. The bnb requires you move cancel the barrage before its final launching hit. You can also use move cancel into desummon to get easy bake tandem combos. | |||
You have One (1) fast attack option in the form of barrage; you should really mostly use it for defense. Its a great combo extender but it has much higher value as your only very fast mashing option that you can combo out of. | |||
Time erase is le goated. Proper use will confuse players of any skill level, grant you a chance to recover, and an ambush opportunity. Pair this with blood toss for incredibly scary offense." | |||
<p style="text-align: right; font-style: normal;">— '''Arna'''</p> | |||
</div> | |||
</div> | </div> | ||
== Trivia == | |||
In development before release, King Crimson used the English voice lines for the stand. | |||
Latest revision as of 23:12, 2 May 2026
Description
King Crimson is one of the most powerful non-evolved stands in the Jojo's Bizarre Adventure series, it has the ability to erase time and move around in erased time.
About
Close-Range Deadly PUNISHER
Pros
- Extremely high damage output
- Priceless move cancel
- Counter Easy setups
Cons
- Below average speed
- Slow, limited armored options
- Limited pressure
- Hard to master
Moves / Combos
Dual Chop [Light]
| Startup: | 9 Ticks (0.45s) |
|---|---|
| Active: | 1(5)1 Ticks (0.35s) |
| Recovery: | 7 Ticks (0.35s) |
| Total: | 23 Ticks (1.15s) |
| Damage: | 4+4 Total:8 |
|---|---|
| Knockback: | 0.2 |
| Adv. on Hit: | 13 (burstable) Ticks |
| Adv. on Block: | 1 Ticks |
| Distance: | 0.85m |
Sweep [Light (crouching)]
| Startup: | 9 Ticks (0.45s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 10 Ticks (0.5s) |
| Total: | 20 Ticks (1s) |
| Damage: | 5 |
|---|---|
| Knockback: | 0.4 |
| Adv. on Hit: | 9 (burstable) Ticks |
| Adv. on Block: | -4 Ticks |
| Distance: | 0.85m |
Vertical Chop [Heavy]
| Startup: | 11 Ticks (0.55s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 7 Ticks (0.35s) |
| Total: | 19 Ticks (0.95s) |
| Damage: | 6 |
|---|---|
| Knockback: | 0.6 |
| Adv. on Hit: | 17 (burstable) Ticks |
| Adv. on Block: | 3 Ticks |
| Distance: | 0.85m |
Barrage [Barrage]
| Startup: | 2 Ticks (0.1s) |
|---|---|
| Active: | 13(26) Ticks (1.8s) |
| Recovery: | 2 Ticks (0.1s) |
| Total: | 40 Ticks (2s) |
| Damage: | 1x13 Total: 13 |
|---|---|
| Knockback: | 1.1 |
| Adv. on Hit: | 7 (launch) Ticks |
| Adv. on Block: | 1 Ticks |
| Distance: | 0.85m |
Eye Chop [Special 1]
| Startup: | 19 Ticks (0.95s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 9 Ticks (0.45s) |
| Total: | 29 Ticks (1.45s) |
| Damage: | 9 |
|---|---|
| Knockback: | 0.7 |
| Adv. on Hit: | 17 (burstable) Ticks |
| Adv. on Block: | -5 Ticks |
| Distance: | 1.0m |
Blood Throw [Special 1 (crouching)]
| Startup: | 9 Ticks (0.45s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 5 Ticks (0.25s) |
| Total: | 15 Ticks (0.75s) |
| Damage: | 4 |
|---|---|
| Knockback: | 0 |
| Adv. on Hit: | ??? Ticks |
| Adv. on Block: | ??? Ticks |
| Distance: | Projectilem |
Donut [Special 2]
| Startup: | 29 Ticks (1.45s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 18 Ticks (0.9s) |
| Total: | 48 Ticks (2.4s) |
| Damage: | 14 |
|---|---|
| Knockback: | 1.5 |
| Adv. on Hit: | -9 (Launch) Ticks |
| Adv. on Block: | 0 Ticks |
| Distance: | 1.0m |
Prediction [Special 3]
| Startup: | 3 Ticks (0.15s) |
|---|---|
| Active: | 1 Ticks (0.05s) |
| Recovery: | 100 Ticks (5s) |
| Total: | 104 Ticks (5.2s) |
Epitaph [Special 3 (crouching)]
| Startup: | 4 Ticks (0.2s) |
|---|---|
| Active: | 30 Ticks (0s) |
| Recovery: | 13 Ticks (0.65s) |
| Total: | 17 Ticks (0.85s) |
| Damage: | 0 |
|---|
Time Erase [Ultimate]
| Startup: | 3 Ticks (0.15s) |
|---|---|
| Active: | 120 Ticks (6s) |
| Total: | 123 Ticks (6.15s) |
Timeskip [Utility]
| Startup: | 0 Ticks (0s) |
|---|---|
| Total: | 0 Ticks (0s) |
| Distance: | 16m |
|---|
BnB's
BnB 1
the gamer (THE bnb)
BnB 2
the loop zoopler (sub optimal damage for a setup that kills them if you guess right)
BnB 3
hits like a firetruck (TOD)
Combos
Combo 1
The Truflie Beatdown (Brawler)
Strategy
"You're supposed to try to play around your miserable attack speed.
Supplement your jabs with spec jabs since they are actually fast.
Use donut a lot because its an okay threat that you can always move cancel. So if you miss, you aren't minus; if you hit, you get some neat damage that can go into a combo if you're dialed in. If they block it, you move cancel regardless so you have many plus frames and can take your turn.
Learn your combo routing so you can extract the maximum possible damage from every hit, because KC's defining trait is its cataclysmic damage output.
You should basically be finding an excuse to move cancel at any given moment because there is usually a good use case for it. You can also move cancel from something punishable into epitaph for an easy counter bait. The bnb requires you move cancel the barrage before its final launching hit. You can also use move cancel into desummon to get easy bake tandem combos.
You have One (1) fast attack option in the form of barrage; you should really mostly use it for defense. Its a great combo extender but it has much higher value as your only very fast mashing option that you can combo out of.
Time erase is le goated. Proper use will confuse players of any skill level, grant you a chance to recover, and an ambush opportunity. Pair this with blood toss for incredibly scary offense."
— Arna
Trivia
In development before release, King Crimson used the English voice lines for the stand.
