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King wiki building thread

Started by nilcam, December 14, 2011, 12:38:53 AM

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nilcam


Raynex

Few notes on things I've picked up so far / reiterating some basic information:

-EX Tornado Kick is projectile invincible
-EX Trap Shot is fully invincible, great reversal / last resort AA
-CH air-to-air j.CD combos into B Double Strike (more consistent than D), dash Trap Shot, dash D Tornado Kick

-Early (meaty) df+D can be timed to punish certain jump-ins for a full combo, as King's hurtbox drops very low to the ground during activation
-cr.Bx2, st.B -> Normal forward jump -> j.D functions as a simple cross-up set-up. (works well once you've conditioned your opponent to block st.B, df+D, Venom Strike blockstrings) You can mix this up with empty jump throws/lows.
Random: "Man, KOF XII is such an awesome game!"
Iori:

Kane317

#2
For the Quick Combo Reference I think we should take out the 2 stock 2 drive combo simply because you're better off doing an HD unless the aforementioned combo does more or it builds a crazy ton of meter back.  I removed it for now and if we still feel like it's necessary we'll put it back in.

desmond_kof

Kane, what do you think overall for her combo section? Do you think it needs some re-editing?
"Do not place so much importance on winning. The fight itself has value."

Kane317

Quote from: Desmond Delaghetto on April 19, 2012, 10:07:00 AM
Kane, what do you think overall for her combo section? Do you think it needs some re-editing?

Looks a little much, but then she kinda does have a custom combo feel to her.  I'm just picking her now so I'll clean things up in a few days.

desmond_kof

Cool, I added her most common combo starters...if you have more or if you doesn't make sense, feel free to edit it. I'm picking her too, I actually dropped Yuri for her (and I know Yuri's probably stronger) but I always liked King.
"Do not place so much importance on winning. The fight itself has value."

Kane317

#6
Quote from: Desmond Delaghetto on April 20, 2012, 03:49:35 AM
Cool, I added her most common combo starters...if you have more or if you doesn't make sense, feel free to edit it. I'm picking her too, I actually dropped Yuri for her (and I know Yuri's probably stronger) but I always liked King.

I had Ex King on my team in '98UM, kinda like how I have Chin on my team in XIII.   She's pretty straight forward in XIII but still pretty good, that s.B man....(I ran her last night at TheRunBacks for the first time)

desmond_kof

Oh yeah, I play EX King in 98UM in extra mode myself, and she is sooo freaking cheap...

If you have any videos of your XIII King, share them!
"Do not place so much importance on winning. The fight itself has value."

keechl

Neomax King have 18 hits and can 540 damage also dummy from training from time to time not block NM at all.

Reiki.Kito

#9
I don't know if this is mentioned. I didn't see it on the wiki. All versions of trapshot are throw invulnerable during their animation. I think it begins a little after the startup and into the active frames, but I tested it with Clark's guardpoint command grab and Daimon's delayed invulnerable grab. Both of them whiffed when I did crackshoot in retaliation.

My method was to have Daimon do a simple st.B, twitch a little, and throw a grab. Every move I did aside from Trapshot would get grabbed out of except for Trapshot and maybe Double Strike (I think the screen freeze + the properties of being airborne while doing double strike make you invul to throws.)

Zouf

#10
Never too late.

King complete frame data












































MoveDamageStunStartupFrame Adv.Comment
5A2535+1
2A2535+3
j.A4536-
5B3034-1Hit low
2B3035+1
j.B4535-
fr.C8074-5
cl.C7076-2
2C7075-7
j.C7277-
fr.D8078-5
cl.D (1)4085-
cl.D (2)454--6
2D8079-10
3D65612-5
+1
-5 min range
+1 max range
j.D7076-
C+D751013+0
j.C+D90813-
Throw100-1-untechable
Break CD4-11-15
------------------------------------------------------------------------------------------------------------
Venom Strike B65612-4
Venom Strike D6569-9
Air Venom Strike B6066-9
Air Venom Strike D6067-9KD opponent
Pushback King
Trap Shot B (1)009-
Trap Shot B (2-4)200--
Trap Shot B (5)700--23
Trap Shot D (1)009-
Trap Shot D (2-4)200--
Trap Shot D (5)700--23
Tornado Kick B (1)30613-
Tornado Kick B (2)306--6
Tornado Kick D (1)60810-
Tornado Kick D (2)608--9
------------------------------------------------------------------------------------------------------------
Venom Strike EX (1)70010-
Venom Strike EX (2)700-+6KD the opponent /
Very Fast Projectile
Air Venom Strike EX12006+10KD the opponent /
Very Fast Projectile
Trap Shot EX (1)005-
Trap Shot EX (2-7)200--
Trap Shot EX (8)600--30
Tornado Kick EX (1)55010-
Tornado Kick EX (2-3)550--15
------------------------------------------------------------------------------------------------------------
Double Strike B (1)105037(7)-30f freeze
Double Strike B (2)1050--12
Double Strike D (1)105037(7)-30f freeze
Double Strike D (2)1050--12
Surprise Rose A/C (1-2)10033(3)-30f freeze
Surprise Rose A/C (3-14)120--
Surprise Rose A/C (15)480--15
Surprise Rose EX (1-2)10032(2)-30f freeze
Surprise Rose EX (3-6)100--
Surprise Rose EX (7)300--
Surprise Rose EX (8-10)100--
Surprise Rose EX (11)300--
Surprise Rose EX (12-14)100--
Surprise Rose EX (16-18)100--
Surprise Rose EX (19)1000--23Always does 100 damages
Venom Shot (1-15)30046(0)-3946f freeze
15 max hits
Air Venom Shot (1-15)30046(0)-4246f freeze
15 max hits


A few things you might want to add to the wiki

- All moves have been tested at closest range. Meaning the frame advantage only applies for this range.

- Yes, her neomax is 0f. I tested long enough to be 99% sure of that. The move hits during the freeze, and the freeze starts at frame 1. Be aware that it's only 0f if the very first hit connects. Which means you have to be very close to the opponent (best use is her air neomax)

Next will be Mature. I'll try to fill in all the missing frame data

Reiki.Kito

Some of the supers and specials actually end on the first hit if blocked. Is the recovery the same?

Zouf

#12
For Surprise Rose, i took the frame advantage after the dive kick. There is a hole between the somersault and the dive kick, but since most people (if not all) will wait after the dive kick to punish, i deliberately skipped this part of the super.

For Trap shot, the F.A should be on the first hit, a miss from my part, you can change it if you want


Reiki.Kito

It's good to know the start-up of her surprise rose and Trap Shot. They really make it clear it is not a move to use as an anti-air where as surprise rose is. Trap shot's 5 frame start up make it a slower EX reversal than most and it will get beat by most safejumps. However, surprise rose is faster than most reversals, invincible, and does more damage.

Really useful!

I'll get around to posting it tomorrow.

Zouf

Yeah it surprised me that Suprise Rose was 3f. It's a great anti air. I already knew the EX was 2f tho, but the hitbox kinda sux and will whiff most of the time.