The King of Fighters '98: Ultimate Match/EX King: Difference between revisions

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=Introduction=
=Introduction=
=Moves List=
EX King is a new “character” for UM; her moveset is close to what it was in ''Art of Fighting 2''.
==Normal Moves==
 
==Special Moves==
She is somewhat dependent on the gauge, but so long as you have it, you can fight quite safely.
==Super Moves==
 
You should generally use her powerful zoners to seize the initiative at mid-range.
 
=Move list=
==At a glance==
{| class="wikitable"
|-
! colspan="2" | Normal throws
|-
| Hold Rush
| (throw) '''f/b + C'''
|-
| Hook Buster
| (throw) '''f/b + D'''
|-
! colspan="2" | Command move
|-
| Sliding Kick
| '''df + D'''
|-
! colspan="2" | Special moves
|-
| Venom Strike
| '''qcf + K'''
|-
| Tornado Kick
| '''hcb + K'''
|-
| Trap Shot
| '''dp + K'''
|-
| Mōshūkyaku
| (throw) '''rdp + K'''
|-
! colspan="2" | Super special moves
|-
| Double Strike
| '''qcf qcf + K'''
|-
| Surprise Rose
| '''qcf qcf + P'''
|}
 
==Normal moves==
* cr.C – the hitbox faces upwards and is oddly strong in that regard.
* st.C, st.D, and st.B – powerful as jump checkers. You should choose which one according to the situation.
* cr.A – longish reach, so you can use it in ground zoning.
* cr.B – similar to cr.A; it is cancelable, so choose between the two for your purposes.
* j.CD – the hitbox wheels from upward to diagonally downward, so it shines in air-to-air.
* j.D – acts as an overhead if you use it while ascending. The reach is long, so it’s okay to do this with rear jumps, too.
 
==Command move==
* Sliding Kick
:* '''df + D'''
:* Low-hitting move; if the very tip touches, you aren’t very open. It combos from strong attacks; it can only be cancelled when not cancelled into or by delaying the cancel.
 
==Special moves==
* Mōshūkyaku
:* '''rdp + K'''
:* A proximity unblockable striking autocombo. When it is done with a successful hit, it launches the opponent so you can juggle, and since it safely combos from cl.D, it is a pivot for combos. However, if there is space between you and the opponent, it will not activate, so keep your eyes open just in case.
----
* Venom Strike
:* '''qcf + K'''
:* Unlike normal King, this projectile goes all the way to the edge of the screen if need be, but it does leave you pretty open. The graphics resemble the KOF ’95 appearance, so one other problem with this is that the projectile is rather small.
----
* Trap Shot
:* '''dp + K'''
:* A quickie Ranbu special with a good low-hitting hitbox. The startup is quick, and you can use it to combo from weak moves. The reach is long, so not only can you use it to zone, you can also use it to juggle from Mōshūkyaku. It leaves the opponent with a hitbox, so in the corner with a quick MAX, it is possible to juggle off it.
----
* Tornado Kick
:* '''hcb + K'''
:* A Tornado Kick styled after the KOF ’95 version. It is a horizontally-traveling dropkick, and both the weak and strong versions do two kicks. The startup time till the first kick is slow, so you can’t really use it for anti-air. Unlike Tornado Kick ’95 in KOF ’99 and afterwards, the time till the second kick is fast, so if you get blocked from the very starting location you are way open, but if the very tip of the second hit touches, you can use it to zone. Use this move for countering at far distance and for combos.
 
==Super special moves==
* Surprise Rose
:* '''qcf qcf + P'''
:* King jumps, kicking the opponent up, then performs a locking Ranbu after swooping in (both steps are blockable). It has invincibility during startup, but if you are very close to the opponent on the ground, or the first hit is a midair hit, then the second hit and onward may not (or for the midair case, will not) even make contact. The strong version descends at a shallower angle than the weak version, making it safer as far as the second hit is concerned.
----
* Double Strike
:* '''qcf qcf + K'''
:* Two somewhat enlarged Venom Strike projectiles in rapid succession. The MAX version has even larger projectiles. The startup is quick and it will combo from strong attacks and such; it is also useful for wiping the opponent’s projectiles.
 
=Combos=
==Basic==
* j.D > cl.D (2 hit) >> Mōshūkyaku > Trap Shot or strong Double Strike
:* If done in the middle of the screen, use the Double Strike right away, and walk a little bit before the Trap Shot.
* cr.B >> Mōshūkyaku > juggler
:* If you are not really close, the Mōshūkyaku may not do all the hits.
* cr.B >> cr.B >> Trap Shot
:* From weak moves, this one safer than even the above.
* j.D > cl.D (2 hit) >> Sliding Kick >> strong Tornado Kick or strong Double Strike
:* The Sliding Kick will require a delay.
 
=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=

Revision as of 23:04, 14 August 2008

Introduction

EX King is a new “character” for UM; her moveset is close to what it was in Art of Fighting 2.

She is somewhat dependent on the gauge, but so long as you have it, you can fight quite safely.

You should generally use her powerful zoners to seize the initiative at mid-range.

Move list

At a glance

Normal throws
Hold Rush (throw) f/b + C
Hook Buster (throw) f/b + D
Command move
Sliding Kick df + D
Special moves
Venom Strike qcf + K
Tornado Kick hcb + K
Trap Shot dp + K
Mōshūkyaku (throw) rdp + K
Super special moves
Double Strike qcf qcf + K
Surprise Rose qcf qcf + P

Normal moves

  • cr.C – the hitbox faces upwards and is oddly strong in that regard.
  • st.C, st.D, and st.B – powerful as jump checkers. You should choose which one according to the situation.
  • cr.A – longish reach, so you can use it in ground zoning.
  • cr.B – similar to cr.A; it is cancelable, so choose between the two for your purposes.
  • j.CD – the hitbox wheels from upward to diagonally downward, so it shines in air-to-air.
  • j.D – acts as an overhead if you use it while ascending. The reach is long, so it’s okay to do this with rear jumps, too.

Command move

  • Sliding Kick
  • df + D
  • Low-hitting move; if the very tip touches, you aren’t very open. It combos from strong attacks; it can only be cancelled when not cancelled into or by delaying the cancel.

Special moves

  • Mōshūkyaku
  • rdp + K
  • A proximity unblockable striking autocombo. When it is done with a successful hit, it launches the opponent so you can juggle, and since it safely combos from cl.D, it is a pivot for combos. However, if there is space between you and the opponent, it will not activate, so keep your eyes open just in case.

  • Venom Strike
  • qcf + K
  • Unlike normal King, this projectile goes all the way to the edge of the screen if need be, but it does leave you pretty open. The graphics resemble the KOF ’95 appearance, so one other problem with this is that the projectile is rather small.

  • Trap Shot
  • dp + K
  • A quickie Ranbu special with a good low-hitting hitbox. The startup is quick, and you can use it to combo from weak moves. The reach is long, so not only can you use it to zone, you can also use it to juggle from Mōshūkyaku. It leaves the opponent with a hitbox, so in the corner with a quick MAX, it is possible to juggle off it.

  • Tornado Kick
  • hcb + K
  • A Tornado Kick styled after the KOF ’95 version. It is a horizontally-traveling dropkick, and both the weak and strong versions do two kicks. The startup time till the first kick is slow, so you can’t really use it for anti-air. Unlike Tornado Kick ’95 in KOF ’99 and afterwards, the time till the second kick is fast, so if you get blocked from the very starting location you are way open, but if the very tip of the second hit touches, you can use it to zone. Use this move for countering at far distance and for combos.

Super special moves

  • Surprise Rose
  • qcf qcf + P
  • King jumps, kicking the opponent up, then performs a locking Ranbu after swooping in (both steps are blockable). It has invincibility during startup, but if you are very close to the opponent on the ground, or the first hit is a midair hit, then the second hit and onward may not (or for the midair case, will not) even make contact. The strong version descends at a shallower angle than the weak version, making it safer as far as the second hit is concerned.

  • Double Strike
  • qcf qcf + K
  • Two somewhat enlarged Venom Strike projectiles in rapid succession. The MAX version has even larger projectiles. The startup is quick and it will combo from strong attacks and such; it is also useful for wiping the opponent’s projectiles.

Combos

Basic

  • j.D > cl.D (2 hit) >> Mōshūkyaku > Trap Shot or strong Double Strike
  • If done in the middle of the screen, use the Double Strike right away, and walk a little bit before the Trap Shot.
  • cr.B >> Mōshūkyaku > juggler
  • If you are not really close, the Mōshūkyaku may not do all the hits.
  • cr.B >> cr.B >> Trap Shot
  • From weak moves, this one safer than even the above.
  • j.D > cl.D (2 hit) >> Sliding Kick >> strong Tornado Kick or strong Double Strike
  • The Sliding Kick will require a delay.

The Basics

Advanced Strategy

Match-Ups