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==== 0 Bar 100% Drive ==== | ==== 0 Bar 100% Drive ==== | ||
*''(corner only) cr.B cr.A df+D | *''(corner only) [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.C df+D xx [dp+K (HDC) hcb+B] x 4, hcb+D'' - 441, 40 / 470, 46 | ||
==== 1 Bar 0% Drive ==== | ==== 1 Bar 0% Drive ==== | ||
*''cr.B cr.A df+D xx qcf+BD, hcb+D'' - 291, 28 | *''cr.B cr.A df+D xx qcf+BD, hcb+D'' - 291, 28 | ||
*''cl.D df+D xx qcf+BD, hcb+D'' - 320, 34 | *''cl.D df+D xx qcf+BD, hcb+D'' - 320, 34 | ||
*''(corner only) cr.B cr.A df+D | *''(corner only) [cr.B cr.A df+D] or [cl.D df+D] xx qcf+BD, qcf+B, hcb+D'' - 333, 34 / 362, 40 | ||
==== 1 Bar 50% Drive ==== | ==== 1 Bar 50% Drive ==== | ||
*''(corner only) cr.B cr.A df+D | *''(corner only) [cr.B cr.A df+D] or [cl.D df+D] xx hcb+B, dp+K xx qcf qcf+P'' - 321, 24 / 350, 30 | ||
==== 1 Bar 100% Drive ==== | ==== 1 Bar 100% Drive ==== | ||
*''(corner only) cr.B cr.A df+D | *''(corner only) [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.C df+D xx [dp+K (HDC) hcb+B] x 4, qcf+K, qcf qcf+P'' - 530, 30 / 559, 36 | ||
==== 2 Bar 0% Drive ==== | ==== 2 Bar 0% Drive ==== | ||
*''cr.B cr.A df+D xx qcf+BD, qcf qcf+K'' - 360, 12 | *''cr.B cr.A df+D xx qcf+BD, qcf qcf+K'' - 360, 12 | ||
*''(corner only) cr.B cr.A df+D | *''(corner only) [cr.B cr.A df+D] or [cl.D df+D] xx hcb+B, qcf qcf+AC'' - 402, 24 / 431, 30 | ||
==== 2 Bar 50% Drive ==== | ==== 2 Bar 50% Drive ==== | ||
*''(corner only) cr.B cr.A df+D | *''(corner only) [cr.B cr.A df+D] or [cl.D df+D] xx hcb+B, dp+K (DC) hcb+B, hcb+D, qcf qcf+AC'' - 509, 52 / 538, 58 | ||
==== 2 Bar 100% Drive ==== | ==== 2 Bar 100% Drive ==== | ||
*''(corner only) cr.B cr.A df+D | *''(corner only) [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.C df+D xx [dp+K (HDC) hcb+B] x 4, hcb+D, qcf qcf+AC'' - 656, 40 / 685, 46 | ||
==== 3 Bar 0% Drive ==== | ==== 3 Bar 0% Drive ==== | ||
*''(corner only) cr.B cr.A df+D | *''(corner only) [cr.B cr.A df+D] or [cl.D df+D] xx qcf+BD, qcf+B, hcb+D, qcf qcf+AC'' - 571, 34 / 600, 40 | ||
==== 3 Bar 50% Drive ==== | ==== 3 Bar 50% Drive ==== | ||
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==== 3 Bar 100% Drive ==== | ==== 3 Bar 100% Drive ==== | ||
*''(corner only) cr.B cr.A df+D | *''(corner only) [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.C df+D xx [dp+K (HDC) hcb+B] x 4, qcf qcf+K, qcf qcf+AC'' - 736, 24 / 765, 30 | ||
Corner carry: | Corner carry: | ||
*''cr.B cr.A df+D | *''[cr.B cr.A df+D] or [cl.D df+D] (HD) cr.A df+D xx hcb+B, dp+BD (HDC) hcb+BD, dp+BD (HDC) hcb+B, dp+K (HDC) hcb+B, hcb+D'' - 417, 28 / 446, 34 | ||
==== 5 Bar 100% Drive ==== | ==== 5 Bar 100% Drive ==== | ||
Corner carry: | Corner carry: | ||
*''cr.B cr.A df+D | *''[cr.B cr.A df+D] or [cl.D df+D] (HD) cr.A df+D xx hcb+B, dp+BD (HDC) hcb+BD, dp+BD (HDC) hcb+B, dp+K (HDC) hcb+B, hcb+D, qcf qcf+AC'' - 632, 28 / 661, 34 | ||
=== Basic Strategy === | === Basic Strategy === |
Revision as of 08:22, 21 June 2011


King
In a nutshell
King is one of the more zoning characters in XIII due to her strong normals, but she has the tools to press the advantage on a knockdown. Her j.D is now more relevant from a hop, her hitconfirms are easy, and with meter she has some of the strongest antiair options. Overall King requires a good knowledge of controlling space with normals, the caution to apply passive-aggressive rushdown, and solid blocking fundamentals to find a way out of enemy rushdown.
Video Walkthrough
Move List
Normal Moves
Standing Light Punch
lp
30
rapidfire
Standing Light Kick
lk
30
low
Standing Heavy Punch
hp
80
nocancel
Close Heavy Punch
hp
70
Standing Heavy Kick
hk
80
nocancel
Close Heavy Kick
hk
1st hit: 40
2nd hit: 45
2nd hit: 45
Crouching Light Punch
d + lp
25
rapidfire
Crouching Light Kick
d + lk
30
low rapidfire nocancel
Crouching Heavy Punch
d + hp
70
Crouching Heavy Kick
d + hk
80
low softknockdown
Blowback Attack
hp + hk
75
softknockdown
Jumping Light Punch
air lp
Jump: 45
Hop: 40
Hop: 40
high
Jumping Light Kick
air lk
Jump: 45
Hop: 40
Hop: 40
high nocancel
Jumping Heavy Punch
air hp
Jump: 72
Hop: 70
Hop: 70
high
Jumping Heavy Kick
air hk
Jump: 70
Hop: 68
Hop: 68
high nocancel
Jumping Blowback Attack
air hp + hk
Jump: 90
Hop: 80
Hop: 80
softknockdown
Unique Attacks
Slide Kick
df + hk
40
low nocancel
Slide Kick (cancelled-into)
df + hk
40
low
Throw
Hook Buster
f or b + hp or hk (while close)
100
throw hardknockdown
Special Moves
Trap Shot
dp + k
k 1st hit: 0
2nd till 4th hit: 20x3
5th hit: 80
ex 1st hit: 0
2nd till 7th hit: 20x6
8th hit: 80
2nd till 4th hit: 20x3
5th hit: 80
ex 1st hit: 0
2nd till 7th hit: 20x6
8th hit: 80
drivecancel softknockdown
Venom Strike
qcf + k
k : 65
ex 1st and 2nd hit: 75x2
Air k : 60
Air ex : 120
ex 1st and 2nd hit: 75x2
Air k : 60
Air ex : 120
airok supercancel
ex : juggle softknockdown
ex : juggle softknockdown
Tornado Kick '95
hcb + k
lk 1st and 2nd hit: 30x2
hk 1st and 2nd hit: 60x2
ex 1st till 3rd hit: 55x3
hk 1st and 2nd hit: 60x2
ex 1st till 3rd hit: 55x3
drivecancel softknockdown
lk : juggle
lk : juggle
Desperation Moves
Double Strike
qcf qcf + k
1st and 2nd hit: 105x2
softknockdown
Surprise Rose
qcf qcf + p
p 1st and 2nd hit: 10x2
3rd hit: 0
4th till 14th hit: 12x11
15th hit: 48
ex 1st and 2nd hit: 10x2
3rd hit: 0
4th till 6th hit: 10x3
7th hit: 30
8th till 10th hit: 10x3
11th hit: 30
12th till 14th hit: 10x3
15th hit: 30
16th till 18th hit: 10x3
19th hit: 100
3rd hit: 0
4th till 14th hit: 12x11
15th hit: 48
ex 1st and 2nd hit: 10x2
3rd hit: 0
4th till 6th hit: 10x3
7th hit: 30
8th till 10th hit: 10x3
11th hit: 30
12th till 14th hit: 10x3
15th hit: 30
16th till 18th hit: 10x3
19th hit: 100
maxcancel softknockdown
Venom Shot
qcb qcb + lk + hk
1st till 17th hit: 30x17
airok softknockdown
Apprentice Combos
Strategy
Tips and Tricks
Combos
0 Bar 0% Drive
- cr.B cr.B st.B df+D xx hcb+B, far C
- (corner only) cr.B cr.B st.B df+D xx hcb+B, dp+K - 221, 24
- cl.D df+D xx hcb+B, st.C - 227, 37
- (corner only) cl.D df+D xx hcb+B, dp+K - 250, 30
0 Bar 50% Drive
- (corner only) cr.B cr.A df+D xx hcb+B, dp+K (DC) hcb+B, hcb+D - 294, 52
- cl.D xx dp+K (DC) hcb+B, hcb+D - 286, 40
- (corner only) cl.D df+D xx hcb+B, dp+K (DC) hcb+B, hcb+D - 323, 58
0 Bar 100% Drive
- (corner only) [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.C df+D xx [dp+K (HDC) hcb+B] x 4, hcb+D - 441, 40 / 470, 46
1 Bar 0% Drive
- cr.B cr.A df+D xx qcf+BD, hcb+D - 291, 28
- cl.D df+D xx qcf+BD, hcb+D - 320, 34
- (corner only) [cr.B cr.A df+D] or [cl.D df+D] xx qcf+BD, qcf+B, hcb+D - 333, 34 / 362, 40
1 Bar 50% Drive
- (corner only) [cr.B cr.A df+D] or [cl.D df+D] xx hcb+B, dp+K xx qcf qcf+P - 321, 24 / 350, 30
1 Bar 100% Drive
- (corner only) [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.C df+D xx [dp+K (HDC) hcb+B] x 4, qcf+K, qcf qcf+P - 530, 30 / 559, 36
2 Bar 0% Drive
- cr.B cr.A df+D xx qcf+BD, qcf qcf+K - 360, 12
- (corner only) [cr.B cr.A df+D] or [cl.D df+D] xx hcb+B, qcf qcf+AC - 402, 24 / 431, 30
2 Bar 50% Drive
- (corner only) [cr.B cr.A df+D] or [cl.D df+D] xx hcb+B, dp+K (DC) hcb+B, hcb+D, qcf qcf+AC - 509, 52 / 538, 58
2 Bar 100% Drive
- (corner only) [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.C df+D xx [dp+K (HDC) hcb+B] x 4, hcb+D, qcf qcf+AC - 656, 40 / 685, 46
3 Bar 0% Drive
- (corner only) [cr.B cr.A df+D] or [cl.D df+D] xx qcf+BD, qcf+B, hcb+D, qcf qcf+AC - 571, 34 / 600, 40
3 Bar 50% Drive
- (corner only) h.C, cr.A df+D xx qcf+BD, qcf+B, dp+K (DC) hcb+B, hcb+D, qcf qcf+AC - 647, 50
3 Bar 100% Drive
- (corner only) [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.C df+D xx [dp+K (HDC) hcb+B] x 4, qcf qcf+K, qcf qcf+AC - 736, 24 / 765, 30
Corner carry:
- [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.A df+D xx hcb+B, dp+BD (HDC) hcb+BD, dp+BD (HDC) hcb+B, dp+K (HDC) hcb+B, hcb+D - 417, 28 / 446, 34
5 Bar 100% Drive
Corner carry:
- [cr.B cr.A df+D] or [cl.D df+D] (HD) cr.A df+D xx hcb+B, dp+BD (HDC) hcb+BD, dp+BD (HDC) hcb+B, dp+K (HDC) hcb+B, hcb+D, qcf qcf+AC - 632, 28 / 661, 34
Basic Strategy
Defense
- King has the normals to control the hop space in front of her, tools to antiair full jumps, good air-to-airs, and then Venom Strike (qcf+K) to control the ground.
- Venom Strike is easy to jump over if throw out predictably - however, because of this it is easy to bait the opponent into jumping, and that's where you use the appropriate antiair to hit them. Once they respect your air control and become cautious of jumping, you can use Venom Strike to control the ground space and force them to deal with it another way.
- Far C serves as an antiair, preventive jump check, and long poke against standing opponents. However it will completely whiff on crouchers and loses to lows.
- cr.C is King's best normal against full jumps. If the opponent outspaces you or uses a jump-in from a well-spaced angle, you may have to adjust to a different move. Far D's tip covers a unique angle that far C may miss, and it's worth noting that her df+D slide can completely go under and meaty many jumping normals. Meeting the opponent in the air from below j.B usually wins, and j.CD can serve this purpose although the startup is slower. When in doubt, EX Trap Shot (DP+BD) will beat everything clean.
- Other than getting hopped on, King has a 'weak spot' just outside her cr.B range. Her sweep is slow and short and loses to hops and df+D is too slow and would be unsafe from this range and far C/D would whiff if the opponent is crouching here. st.CD can help cover this gap, as well as Venom Strike or taking a risk to move forward for a cr.B/st.B. Be aware of this range.
Offense
- King plays more of a passive aggressive offense in that she doesn't have a really threatening high/low mixup like Kyo or K', but she makes up for that in blockstring pressure and keeping the opponent cornered where her combos hurt the most.
- Her basic blockstring of cr.B cr.B st.B df+D xx Venom Strike works well against opponents with no meter, but df.D can be guardrolled and punished if canceled into Venom Strike. If df+D is uncanceled, prepare to be punished from it hitting too deep. The solution is to use this series just enough to be able to condition the opponent to be watching for it, then vary up your blockstrings to bait guardrolls.
- Once cornered, King has the threat of her HD combo, extra damage from all of her combos, less room for the opponent to space their hop/jump making it easier to antiair, and easier setups for guardbreaks.
- King's j.D now has more startup and hitstun, allowing you to use it earlier in a jump while still having time to combo afterward. Note that it can't be used as an instant overhead anymore.