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|rowspan="2"|'''Silent Flash (qcb x 2 + K)''' | |||
* King does a backflip kick, then rockets straight upward with a second kick. No invuln on this DM, and the startup is too slow to be any good. Even if you AA a poor jump correctly with this DM, her followup kick will come out which will DROP an aerial enemy--and sometimes even a grounded opponent--and make your DM unsafe on hit. The only instance to use this DM is off a cl.D, or if the initial kick would end a match assuming you can even AA with it and not get stuffed. | |||
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==Combos== | ==Combos== | ||
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King's hop isn't the best for offensive high/low mixups, and she can't land a cr.B, cr.A xx Trap Shot combo after hopping in either, so learning j.D cr.A xx Trap Shot is important, and you can cancel the cr.A on block or continue your offense if you decide to not cancel. Be sure to use her instant overhead to break defenses, as every bit of damage helps. | King's hop isn't the best for offensive high/low mixups, and she can't land a cr.B, cr.A xx Trap Shot combo after hopping in either, so learning j.D cr.A xx Trap Shot is important, and you can cancel the cr.A on block or continue your offense if you decide to not cancel. Be sure to use her instant overhead to break defenses, as every bit of damage helps. | ||
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[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] |
Revision as of 05:02, 17 October 2013
Introduction
King is the titular character of the King of Fighters. Much like Ryu, she has a fireball, a tornado (hurricane) kick, but no Dragon Punch. As such, she's only mid tier.
She also owns the fabulous bar "Illusion" that hosted the music video of Champagne Life.
Stand | Crouch | Jump | Backdash | Grab | Run |
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Gameplay Overview
King is a strong fundamental character, able to play the zoning game with a good projectile and a great set of normals for anti-airing and poking, but also excels in locking opponents down with her longer normals and using Venom Strike more aggressively. She has no need for meter other than fundamental CD counters and GC rolls and can be utilized on the front, but she lacks any sort of a good reversal and is forced to find a way out of rushdown.
Movelist
Combos
- cr.B, cr.A xx Trap Shot(DP + K)(tornado kick and mirage kick can combo from cr.A, but require immediate canceling to combo and Tornado Kick can whiff is not close enough. Stick with Trap Shot.)
- Close D xx "D" Tornado Kick (HCB + K)
- j.D/C cr.A xx Trap Shot (DP + K. King's most reliable way to secure a knockdown off any jump-in).
- (Corner) cl.D xx Double Strike (QCF x2 + K) (Second hit does not combo midscreen)
- (corner) cl.D (1 hit)/cl.B xx "A" Surprise Rose (DP + P), "D" Tornado Kick (HCB + K). King's most damaging BnB that requires no meter. Surprise Rose generally does not lift crouchers, so keep it for stun combos or punishing mistakes.
- cl.D (1 hit) xx Silent Flash (QCB x2 + K). Must cancel cl.D on the first hit to connect, which requires buffering before doing the cl.D. Not the most practical, but can serve as a punish and deals more damage than her corner juggle.
In-depth Analysis
King excels at a mid range where you can control the immediate space in front of her with pokes, bat down jumps with cr.C, and safely use venom strikes with less fear of jumps. You want to play a more passive lockdown with King, no straight rushdown, not always zoning, but using her tools to keep opponents blocking and stuck until they make a mistake. st.D, cr.C, and j.CD are enough to keep players out of the air alone, while df.D, st.CD, and st.D/C are her main grounded pokes. Her slide has a deceptive range and catches opponents walking, while also AAing jumps if timed right. Just be careful on how you follow up after your slide, since you are usually on the frame disadvantage. st.CD is great for pinning down opponents by canceling into Venom/Double Strike. Also remember cr.A, cl.B, and cl.D can also be canceled into Strikes or Mirage Kick for blockstrings.
A beginner player may try and CD counter his way out of dealing with Strike lockdown, but the major concern to look out for are GC rolls which will punish Mirage Kick, Venom Strike, and Double Strike if the opponent guesses on a cancelable normal and you followthrough. Putting King on point will eliminate this worry.
King's hop isn't the best for offensive high/low mixups, and she can't land a cr.B, cr.A xx Trap Shot combo after hopping in either, so learning j.D cr.A xx Trap Shot is important, and you can cancel the cr.A on block or continue your offense if you decide to not cancel. Be sure to use her instant overhead to break defenses, as every bit of damage helps.