The pecularities of K' movelist from that particular game
K' [K' Team]
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THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Spike Ride [U],NR
COMMAND ATTACKS
f+A An Inch [M],SC,CW,#
f+B Sniper Side [M],S,#
df+D Knee Assault [O],S,KD,#
SPECIAL MOVES
qcf+P Iron Trigger [M],P,KD(A),#
a> f+B Second Shoot [M],P,#
b> f+D Second Shell [M],P,J,#
c> b+K Blackout [-],#
d> qcb+K Narrow Spike [L],J,#
dp+P Crow Bites [M],KD,SC,#
> f+K during (C) version Crow Bites Plus [M],NR
> qcb+K Minutes Spike (aerial) [#]
qcf+K Blackout [-],#
qcf+K in air Air Trigger [M],P,NR(B),#
qcb+K in air Minutes Spike (aerial) [M],KD,#
qcb+K Minutes Spike [M],KD,#
a> qcb+K Narrow Spike [L],J,#
b> qcf+K Air Trigger [M],P,NR,#
Cancel chart A B C D E
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Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/- [M]/c [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/s [O]/s [M]/-
Diagonal jump [O]/- [O]/- [O]/s [O]/s
#. K' has a new far D, standing E and basic throw animation.
1. AN INCH: No longer an overhead, but still SCable. Becomes cancelable when
canceled into. This is also a Counter Wire.
2. SNIPER SIDE: New command attack, K' steps forward with a high kick that
is cancelable. This combos only from hard attacks, but stuns opponent long
enough that just about any ground special move will combo. Do note that
this move will miss against most crouching opponents, even in a combo.
3. KNEE ASSAULT: Overhead kick, cancelable into the aerial Minutes Spike or
Air Trigger. This combos from light attacks, always knocks down and is
cancelable even when used standalone. When used standalone, this move is
canceled AFTER it hits, like in 2k3.
4. IRON TRIGGER: A version is faster and will combo from light attacks again.
A version knocks down, while C pushes back. You can now follow this with
the Narrow Spike (the B version has rather short range though).
5, SECOND SHOOT: Now has longer recovery time.
6. SECOND SHELL: Move cannot be reversed, negates normal projectiles and
juggles upon hitting. The recovery time is longer now, and you regain
control of K' when opponent is slightly above his head level.
7. CROW BITES: C version is back to the pre-2k3 version, meaning K' no longer
stops in mid-air after the 3rd hit. Like in KOF'01, you can perform an
aerial Minutes Spike after the Crow Bites Plus hits (only the B version
can hit though). K' is immune to mid-level attacks during the start of the
(C) version. Both versions are SCable.
8. BLACKOUT: Teleport move, D version goes further than B. The move has a
very short period of invincibility about halfway through the slide, but K'
is vulnerable during the startup and when he reappears.
9. AIR TRIGGER: K' no longer floats in mid-air during this move (he continues
falling instead), and the B version is now a no-recovery attack. You can
combo into this from his hard jumping normals against opponent on the
ground.
10. MINUTES SPIKE: Forward jumping kick, can avoid low attacks. D version goes
further than B. Can be used in mid-air, or during a backstep. The aerial
version can juggle with itself in the corner (repeatedly), like in KOF'01.
11. NARROW SPIKE: Low hitting kick that juggles opponent. This is back to the
pre-2k3 version, meaning you can launch this directly by motioning qcb+K
twice to forgo the Minutes Spike animation. In the open, the A Crow Bites
or Heat Drive combos from this, while all his (L)DMs combo in the corner.
12. HEAT DRIVE: K' now teleports (like the KOF'99 SDM version) instead of
sliding forward, making this move MUCH faster than before. Either version
is chainable, but delaying the move no longer makes it unblockable. If
blocked, K' passes through his opponent again. This does LDM-level damage
on a Counter Hit and will now combo from light attacks.
13. HEAVEN'S DRIVE: This move combos from light attacks. This only does 9 hits
now as opposed to 11 previously, but will no longer lose hits when chained
into. The double Crow Bites will stick on opponent, making this pretty
effective as an anti-air, though the last kick may miss. Move is DCable
before the 6th hit, but the Chain Drive will miss against a mid-air
opponent.
14. CHAIN DRIVE: Launches much faster than before (will combo from the 2nd hit
of his close C again), and the sunglasses are now treated as a DM
projectile (meaning they negate normal projectiles). If the glasses hit,
there is a short pause before K' begins the autocombo after teleporting
forward, so it's possible for the autocombo to miss high jumping or
juggled opponents. This combos from K's sweep. You can followup after it
hits with the aerial Minutes Spike, or even with another Chain Drive.
I don't know whether it should go there or in comics version related part of RT, so I'm going to post that to both parts.
Cover artwork of NeoSun comics\manga featuring K'
A Blackout move which is shown in game as teleport, but unlike Athena's warp teleportation it's more like a speedup to the point K' is seen like black blurry shadow (just like Vanessa's "teleports").
The speed of that speedup move is aproximately 133,(3) metres per second. That's why during performance of Blackout/Heat Drive/Chain Drive K' looks like he's teleporting- he simply moves faster than human perception but he can still be seen (at least during Blackout) as a brurry shadow.