The King of Fighters XIII/King: Difference between revisions

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== Strategy ==
== Strategy ==
=== Move Analysis ===
==== Normal Moves ====
*
==== Unique Attacks ====
*
==== Throw ====
*
==== Special Moves ====
*
==== Desperation Moves ====
*


=== Tips and Tricks ===
=== Tips and Tricks ===

Revision as of 01:39, 2 July 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



King

KOFXIII-King Face.png

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

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
30
chaincancel cancel
Standing Light Kick
kof.lk
30
low cancel
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
kof.sk
1st hit: 40
2nd hit: 45
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
high cancel
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Slide Kick
df + kof.sk
40
low
Slide Kick (cancelled-into)
df + kof.sk
40
low cancel

Throw

Name
Command
Damage
Special Properties (glossary)
Hook Buster
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
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
softknockdown drivecancel
Venom Strike
qcf + k
k : 65
ex 1st and 2nd hit: 75x2
Air k : 60
Air ex : 120
airok supercancel
ex : softknockdown
Tornado Kick '95
hcb + k
kof.lk 1st and 2nd hit: 30x2
kof.sk 1st and 2nd hit: 60x2
ex 1st till 3rd hit: 55x3
softknockdown drivecancel

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
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
softknockdown maxcancel
Venom Shot
qcb qcb + kof.lk + kof.sk
1st till 17th hit: 30x17
airok softknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

Unique Attacks

Throw

Special Moves

Desperation Moves

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.

Advanced Strategy

Frame Data