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Messages - davidkong07

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286
King / Re: King
« on: July 28, 2010, 10:34:52 PM »
no problem!

287
King / Re: King
« on: July 28, 2010, 09:20:58 PM »
Information moved to fist post. Thanks for the help filling these pages in. -nilcam

Technical Reference
http://www.youtube.com/watch?v=U66VV2gBUxU#t=4m10s

Combos (thanks krazykone123)
- cr. B, cr. A, df+D, hcb+B, st. C
- cr. B, cr. A, df+D, dp+B, [DC] hcb+B, dp+D
- cr. B, cr. A, df+D [HD], st. D (2), df+D, (dp+B, [DC] hcb+B)*4, qcfx2+AC
- cr. C, df+D, hcb+B, dp+D, [DC] hcb+B, hcb+D, [SC] qcfx2+AC
- cr. B, cr. A, df+D [HD], st. D (2), dp+D, [DC] hcb+B, dp+D, [SC] qcfx2+AC, [MC] qcbx2+BD

Special Attack combos
- hcb+B, dp+K
- hcb+B, dp+K, (DC) hcb+B, dp+K
- hcb+B, dp+K, (DC) qcf+B
- qcf+BD, qcf+B, hcb+D
- hcb+B, dp+K, [DC] qcf+BD, qcf+Bx2, st. C

---
Madman himself over at mmcafe posts his write up (Update: Here's the original link, check it periodically in case he updates it)
http://www.mmcafe.com/etc/kof13/king.html

Imperfect Player's guide for King in KOFXIII
Aka Professor's Personal notes for using King
Last revised on 08-09-2010


Pros:
-Good at Zoning, has moves for both far range and close up.
-Excels at fighting from distance due to varieties of projectiles.
-Good at chip damage since Venom Strike is safe on Guard.

Cons:
-No high damage combos without meters.
-Not good at breaking into opponent; no overheads and jumps are too slow.
-No invincible anti-air without power meter.


1 minute tutorial on how to use King:

King is good at fighting both in far and close range. Her method of pressuring is by chip damage, rather than breaking into the opponent. A useful character against scrubs and turtling players, but weak against rushdowns when meter is not built up. Mid-tier character.

1.King is great at mind games from a distance. Annoy the opponent by zoning with Venom strikes of different strengths from the ground and air. Punish them if they jump or roll through.
2.Standing Weak kick is extremely useful in close combat. Fast, good reach, hits low, useful for countering after a guard, connects from jump attacks with ease. Great for starting off a combo with a slide.
3.Venom strike, especially weak, is good for chipping. The other specials are for combos only and will leave you dead on a guard.
4.Good anti airs are- Sliding, Crouching C, EX Trap Shot, EX Tornado Kick, Surprise Rose (both normal and EX).
5.Mandatory learnings to use King: The timings on Anti-airs, Tornado Kick & Trap Shot loop, power meter management, the input timing for canceling slides into specials/supers.


Detailed Stuff

Normal moves-
Standing A: Rarely used.
Standing B: King's most useful normal move. Long range, fast, cancelable. Needs to be guarded low. Useful for connecting into a slide.
Standing C (close): Rarely used.
Standing D (close): Not too fast but hits twice. Both hits are cancelable.
Standing C (far): Long range, relatively fast. Connects from weak Tornado Kick. Somewhat useful to prevent opponents from jumping in.
Standing D (far): Long range, hits higher than far C and somewhat useful to prevent opponents from jumping in.

Crouching A: Short range, cancelable.
Crouching B: Long range, not cancelable to a move but can hit rapidly/renda cancel. Can be linked to Crouching A or Standing B.
Crouching C: Good anti-air. Can beat most jumps as long as the timing is right and it's not a crossup. Cancelable.
Crouching D: Footsweep. Rarely used since there are better alternatives. Cancelable.

Jump A: Rarely used.
Jump B: Good air-against-air move.
Jump C: Not often used. Cancelable into Venom Strike although it doesn't seem to hit unless it's a counter.
Jump D: Useful for jumping in. Can be used for crossup.

Standing CD: Floating kick move. Slow, Good range. Cancelable with ground attacks.
Jumping CD: Good air-against-air move. Cancelable into Venom Strike although it doesn't seem to hit unless it's a counter.

Sliding (Downforward+B):
One of King's most important moves. Cancelable when used from a normal. Can be done from a kara-cancel/whiffed attack, so King can basically do cancelable slides from any distance. Useful for many situations, including combos and anti-air. Command input timing for canceling into a special/super is at near the end of the slide and can be hard to master at first.
Personal Action (Start):
Does her victory pose with a rose in her mouth, then kicks and smashes it into peices. The taunt is long and can't be canceled with any sort of controller or button motion/combination. No practical use.



Specials:

Venom Strike:
All venom strikes leaves opponent with hit detection and followups are possible. Does not build up King's meter if dodged.
Weak: Travels slow but recovery is fast. Safe on guard. Good move for chipping opponent's life.
Fierce: Travels Fast.
EX: Extremely fast and penetrates projectiles. Opponent falls back when hit.
Air Venom Strike:
All air venom strikes leaves opponent with hit detection and followups are possible. Does not build up King's meter if dodged.
Weak: Travels slow, King drops straight down after shooting.
Fierce: Travels fast, King hops back and upwards after shooting and therefore lands slow. Use with extreme caution.
EX: Travels extremely fast, penetrates projectiles. King drops down very quickly after shooting.
Trap Shot:
Normal: Comes out fast but opened to attacks when guarded. For use in combos only. Can be used to punish some low attacks but extremely risky.
EX: Comes out faster and has invincibility. Good as anti-air.

Tornado Kick:
Weak: One of King's most important moves. Opponent floats when hit, continues to have hit detection. Hard to punish if guarded on tip.
Fierce: Double the damage of Weak and travels far. Doesn't float opponent like Weak and EX Surprise Rose is about the only possible follow-up. Opened to punishment when guarded.
EX: Fast, travels far, has good invincibility and useful both as anti-air and projectile punishment. Somewhat useful for escaping out of corners. Normally can't be connected to another move after landing. Opened to punishment when guarded.

Surprise Rose:
Normal: Has invincibility and good as an anti-air. Sometimes misses on the way down.
EX: Good anti-air, hit detection comes out faster and is useful as a finisher for a juggle at the corner. More damaging than normal version.

Double Strike:
Normal: Good damage. Fierce travels faster.
No EX version.

NEOMAX Venom Shot:
1 Frame execution, meaning that it comes out as fast as a special/super throw. Max 17 hits. Hard to get a full hit though possible from Max cancel. 450 damage on full hit, which is about the same amount as an average combo done with 2 power meters. Not a practical move except as a finisher for the match.


Basic Combos-

Things to remember:
Damage scaling is 5% decrease per hit, not per move.
Damage scaling stops after falling to 20% (around 16-17 hits)
Supers and Neomaxes stops scaling at 50% rather than 20%.
Special Moves with multiple hits: EX Venom: 2 (ground only) / Trap Shot: 4 / EX Trap Shot: 7 / Tornado Kick: 2 / EX Tornado Kick: 3
0 Drive meter/0 Power meter
Normal attack> Slide> Venom Strike
The most basic combo for King. King is at an advantage when guarded. Not to be used against opponents with a meter unless they don't realize they can AB guard cancel roll.

0 Drive meter/0 Power meter
Normal attack> Slide> B Tornado Kick> Standing C
Another basic combo. Far C connects from Tornado Kick.

0 Drive meter/1 Power meter
Normal attack> Slide> EX Venom Strike> B Venom Strike> D Tornado Kick
Done at corner. Relatively Damaging combo considering that only one meter is being used.
It can also be done in the middle of the screen by taking away the B Venom Strike.

0 Drive meter/2 Power meter
Normal attack> Slide> EX Venom Strike> B Venom Strike> Double Strike
Done at corner. Same as the combo above, but ends with a Double Strike. Relatively damaging.
It can also be done in the middle of the screen by taking away the B Venom Strike; the damage is lower but it pushes the opponent near the end of the screen.

1 Drive meter/ 0 (or 2) Power meter Corner Only
Normal attack> Slide> B Tornado Kick> Trap Shot (DriveCancel)> B Tornado Kick >  D Tornado Kick > EX Surprise Rose
King's easy and reliable T&T Loop. Remove the EX Surprise Rose when there's no power meter.

2 Drive meter/2 Power meter Corner Only
Normal attack> Slide> HyperDrive> Standing D(2hits)> Slide> [Trap Shot (Drive Cancel)>  B Tornado Kick] x 4 > D Tornado Kick> EX Surprise Rose
Done at corner. Very easy, just do King's T&T loop for 4 times.


Unconfirmed combo from Japanese Shitaraba BBS, reportedly to do 968 Damage:
2 Drive meter/5 Power meter
Jump C> crouching C> Slide> Hyperdrive> crouching C> Slide> EX Venom Strike>  B Venom Strike>  D Tornado Kick Hyperdrive on 1st hit> EX Air Venom Strike> [Trap Shot (Drive Cancel)> B Tornado Kick] x 3 > Double Strike > EX surprise Rose

288
Meet & Greet / Re: Info sharing thread
« on: July 28, 2010, 08:25:44 PM »
hello!
i'm davidkong07 from SRK, from the UCLA crew. If you live in socal, you might run into me as RandomUltraDavid at tournaments.

I was a vanilla SF4 09'er and have been playing SSF4.

recently, I've been playing KOF13 at AI, and i think this game is awesome. it's my first KOF game, and I really want to help build the USA/socal KOF13 scene as much as possible, since I really think this game is better and more fun than SSF4 hahahah

anyways, great to see this site is up and running, and looking forward to the future of KOF in America!!!

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