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==== Normal Moves ==== | ==== Normal Moves ==== | ||
* | *'''Standing Light Punch''' - Standard anti-air jab against a hop. No longer will hit crouching opponents other than Raiden and Daimon. | ||
*'''Standing Light Kick''' - A standing kick to the shin that reaches further than her crouching light kick while being cancellable at that. Having this normal without needing close proximity ups King's offense and defense. It serves as her fastest and longest ranged poke that hits crouchers, while also being good on the attack due to its speed, range, cancellability, and forces the opponent to block low. Adds another hit into her low hitconfirm series and helps against crouching opponents outside the range of her crouching normals. A fine addition. | |||
*'''Standing Heavy Punch''' - A beefy horizontal punch with good range and speed. Infamous for being superb in 02UM, this move has the same application as ever. A great preventive antiair, as well as a great antiair if spaced so that you hit the opponent with King's fist. Also a strong part of her ground game being a quick, long poke. However it isn't a normal to throw out haplessly due to its long recovery and most importantly it can be crouched and punished with lows. Essentially a slower, but buffed standing light punch. | |||
*'''Close Heavy Punch''' - A standing uppercut that's good to mix up your blockstrings with occasionally instead of going with the two hit close heavy kick. More notable its application as an antiair by running under an opponent as they're jumping and tagging them from below. While King has a good crouching heavy punch, the close version is faster and has a taller hitbox. Another application you may want to use this move is for throw pressure. If your throw connects, you toss the opponent toward the corner, if they block or the throw doesn't come out King should perform a close heavy punch which is safe and would also catch a jump attempt. If too far for a throw, standing heavy punch would come out which could still hit the opponent. | |||
*'''Standing Heavy Kick''' - A high kick that comes out a little slower than standing heavy punch, but covers a higher horizontal angle as well as a longer range. There's a sort of sweet spot near the end of her leg that can hit crouching opponents making it a good poke when spaced far, another preventive antiair, and an antiair for situations that other normals can't reach. Requires some space to work with though due to the longer startup and heavy recovery. | |||
*'''Close Heavy Kick''' - A two-hitting high kick and King's most common heavy combo starter as it gives you enough time to hitconfirm into a combo or blockstring. The hitbox is large enough to be a good antiair if it comes out instead of standing heavy kick. However its throw application isn't always as strong as close heavy punch. You risk throwing the opponent out of the corner, or if they jump and get antiaired, they could potentially land and punish the second kick for whiffing. | |||
*'''Crouching Light Punch''' - Pretty basic crouching light punch. While it won't be used in combos anymore due to standing light kick taking its place as a cancelablle normal (as well as hitting low), it serves as a cancellable normal for up close whereas crouching light kick is uncancellable. Not that noteworthy at first, but good to keep in mind for frametraps or guard breaks. | |||
*'''Crouching Light Kick''' - Standard crouching light kick that can't be cancelled but has a normal reach. It's main use is for chaining into hitconfirms or pressuring the opponent with lows. | |||
*'''Crouching Heavy Punch''' - A strong 'Mexican Upper' crouching antiair uppercut. It has a big vertical hitbox making it great for antiairing jumps, but the horizontal range is poor which will lead to it losing if used against hops or jump-ins spaced so that the tip if their hitbox touches you. Don't whiff it, and know when a horizontal antiair is needed. | |||
*'''Crouching Heavy Kick''' - A really pitiful uncancellable sweep with poor range. Crouching light kick has the same range with better risk/reward anyway, so don't expect to use this often. | |||
*'''Blowback Attack''' - King does a sobat that kicks straight out at waist level but doesn't go over lows too well. Has a lot of startup as all blowback attacks do, but carries with it a good range and beefy hitbox. Serves as a 'big' meaty that should stuff all moves that aren't actually invulnerable at startup, and can be cancelled on hit or whiff. Not the best move in the poking game since it can be jumped over or beaten by a faster move, but good on the passive offense and works well as a frametrap. | |||
*'''Jumping Light Punch''' - A jumping punch that hits less deep than jumping heavy punch, lacks range as an air-to-air, and should only be used if looking for less hitstun from a jump-in. | |||
*'''Jumping Light Kick''' - A high side kick that appears to aim diagonally upward but really only goes horizontally. Nevertheless it's her best air-to-air that comes out fast and beats many aerial moves cleanly. | |||
*'''Jumping Heavy Punch''' - A downward-angled punch with about average hitstun, making it a viable jump-in. The horizontal range is shorter than jumping heavy kick, but it covers an area closer in to her body, is cancellable, and extends her vulnerable hitbox out less further than jumping heavy kick. | |||
*'''Jumping Heavy Kick''' - A downward-angled kick with some reach to it. In previous games the startup was so fast it could be used as an instant overhead but it made for a poor jump-in. Now it handles more like a standard jumping heavy normal and can even cross up opponents. Her get-to vertical jumping normal, it carries poor horizontal range so don't use it to keep opponents from coming closer to you. For that she has... | |||
*'''Jumping Blowback Attack''' - A wheeling kick that arcs from her head then downward. This move traditionally has two hitboxes; the initial higher hitbox that works as a beefy air-to-air, and then the lower hitbox that works as a jump-in while also commanding a horizontal range that can hit approaching opponents. Simply hopping forward or neutrally and using this move both antiairs opponents should they approach you aerially, then controls the lower space with the downward arc. Timing is important with this move as using it early from a jump or hyperhop controls the air space well with both hitboxes, but the active frame will run out leaving you vulnerable if the opponent reads this and crouches. Using it late gives you a large frame advantage on block, but gives more time for the opponent to meet you with a faster air-to-air, so be aware which areas you want to control. | |||
==== Unique Attacks ==== | ==== Unique Attacks ==== | ||
* | *'''Slide''' | ||
==== Throw ==== | ==== Throw ==== |
Revision as of 16:56, 2 July 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 jump-ins 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
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
40+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
Hop: 40
high cancel
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
Hop: 70
high cancel
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown
Unique Attacks
Slide Kick
df + kof.sk
40
low
Slide Kick (canceled-into)
df + kof.sk
40
low cancel
Throw
Hook Buster
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown
Special Moves
Trap Shot
dp + k
k : 0+20x3+80
ex : 0+20x6+80
ex : 0+20x6+80
softknockdown drivecancel
Venom Strike
qcf + k
k : 65
ex : 75x2
Air k : 60
Air ex : 120
ex : 75x2
Air k : 60
Air ex : 120
airok supercancel
ex : softknockdown
ex : softknockdown
Tornado Kick '95
hcb + k
kof.lk 1st and 2nd hit: 30x2
kof.sk : 60x2
ex : 55x3
kof.sk : 60x2
ex : 55x3
softknockdown drivecancel
Desperation Moves
Double Strike
qcf qcf + k
105x2
softknockdown
Surprise Rose
qcf qcf + p
p : 10x2+0+12x11+48
ex : 10x2+0+(10x3+30)x3+10x3+100
ex : 10x2+0+(10x3+30)x3+10x3+100
softknockdown maxcancel
Venom Shot
qcb qcb + kof.lk + kof.sk
30x17
airok softknockdown
Apprentice Combos
Strategy
Move Analysis
Normal Moves
- Standing Light Punch - Standard anti-air jab against a hop. No longer will hit crouching opponents other than Raiden and Daimon.
- Standing Light Kick - A standing kick to the shin that reaches further than her crouching light kick while being cancellable at that. Having this normal without needing close proximity ups King's offense and defense. It serves as her fastest and longest ranged poke that hits crouchers, while also being good on the attack due to its speed, range, cancellability, and forces the opponent to block low. Adds another hit into her low hitconfirm series and helps against crouching opponents outside the range of her crouching normals. A fine addition.
- Standing Heavy Punch - A beefy horizontal punch with good range and speed. Infamous for being superb in 02UM, this move has the same application as ever. A great preventive antiair, as well as a great antiair if spaced so that you hit the opponent with King's fist. Also a strong part of her ground game being a quick, long poke. However it isn't a normal to throw out haplessly due to its long recovery and most importantly it can be crouched and punished with lows. Essentially a slower, but buffed standing light punch.
- Close Heavy Punch - A standing uppercut that's good to mix up your blockstrings with occasionally instead of going with the two hit close heavy kick. More notable its application as an antiair by running under an opponent as they're jumping and tagging them from below. While King has a good crouching heavy punch, the close version is faster and has a taller hitbox. Another application you may want to use this move is for throw pressure. If your throw connects, you toss the opponent toward the corner, if they block or the throw doesn't come out King should perform a close heavy punch which is safe and would also catch a jump attempt. If too far for a throw, standing heavy punch would come out which could still hit the opponent.
- Standing Heavy Kick - A high kick that comes out a little slower than standing heavy punch, but covers a higher horizontal angle as well as a longer range. There's a sort of sweet spot near the end of her leg that can hit crouching opponents making it a good poke when spaced far, another preventive antiair, and an antiair for situations that other normals can't reach. Requires some space to work with though due to the longer startup and heavy recovery.
- Close Heavy Kick - A two-hitting high kick and King's most common heavy combo starter as it gives you enough time to hitconfirm into a combo or blockstring. The hitbox is large enough to be a good antiair if it comes out instead of standing heavy kick. However its throw application isn't always as strong as close heavy punch. You risk throwing the opponent out of the corner, or if they jump and get antiaired, they could potentially land and punish the second kick for whiffing.
- Crouching Light Punch - Pretty basic crouching light punch. While it won't be used in combos anymore due to standing light kick taking its place as a cancelablle normal (as well as hitting low), it serves as a cancellable normal for up close whereas crouching light kick is uncancellable. Not that noteworthy at first, but good to keep in mind for frametraps or guard breaks.
- Crouching Light Kick - Standard crouching light kick that can't be cancelled but has a normal reach. It's main use is for chaining into hitconfirms or pressuring the opponent with lows.
- Crouching Heavy Punch - A strong 'Mexican Upper' crouching antiair uppercut. It has a big vertical hitbox making it great for antiairing jumps, but the horizontal range is poor which will lead to it losing if used against hops or jump-ins spaced so that the tip if their hitbox touches you. Don't whiff it, and know when a horizontal antiair is needed.
- Crouching Heavy Kick - A really pitiful uncancellable sweep with poor range. Crouching light kick has the same range with better risk/reward anyway, so don't expect to use this often.
- Blowback Attack - King does a sobat that kicks straight out at waist level but doesn't go over lows too well. Has a lot of startup as all blowback attacks do, but carries with it a good range and beefy hitbox. Serves as a 'big' meaty that should stuff all moves that aren't actually invulnerable at startup, and can be cancelled on hit or whiff. Not the best move in the poking game since it can be jumped over or beaten by a faster move, but good on the passive offense and works well as a frametrap.
- Jumping Light Punch - A jumping punch that hits less deep than jumping heavy punch, lacks range as an air-to-air, and should only be used if looking for less hitstun from a jump-in.
- Jumping Light Kick - A high side kick that appears to aim diagonally upward but really only goes horizontally. Nevertheless it's her best air-to-air that comes out fast and beats many aerial moves cleanly.
- Jumping Heavy Punch - A downward-angled punch with about average hitstun, making it a viable jump-in. The horizontal range is shorter than jumping heavy kick, but it covers an area closer in to her body, is cancellable, and extends her vulnerable hitbox out less further than jumping heavy kick.
- Jumping Heavy Kick - A downward-angled kick with some reach to it. In previous games the startup was so fast it could be used as an instant overhead but it made for a poor jump-in. Now it handles more like a standard jumping heavy normal and can even cross up opponents. Her get-to vertical jumping normal, it carries poor horizontal range so don't use it to keep opponents from coming closer to you. For that she has...
- Jumping Blowback Attack - A wheeling kick that arcs from her head then downward. This move traditionally has two hitboxes; the initial higher hitbox that works as a beefy air-to-air, and then the lower hitbox that works as a jump-in while also commanding a horizontal range that can hit approaching opponents. Simply hopping forward or neutrally and using this move both antiairs opponents should they approach you aerially, then controls the lower space with the downward arc. Timing is important with this move as using it early from a jump or hyperhop controls the air space well with both hitboxes, but the active frame will run out leaving you vulnerable if the opponent reads this and crouches. Using it late gives you a large frame advantage on block, but gives more time for the opponent to meet you with a faster air-to-air, so be aware which areas you want to control.
Unique Attacks
- Slide
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.