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The King of Fighters '98 UMFE/EX King/Combos: Difference between revisions
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Created page with "{{CharNavbox_98FE}} == Combos == General Notes: * In any metered combo, 236236K can be replaced with 236236BD for more damage if you have the resources. With Extra meter, this will be done automatically if you're in MAX Mode and have a desperation charge ready. * 421K will not come out if you are too far - this most often happens midscreen when you use both a jump-in and either two 2Bs or cl.D(1), 3D. Either cancel into a separate special move or do a shorter confirm..." |
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: Jump-in one hit Tornado Kick route. | : Jump-in one hit Tornado Kick route. | ||
: <code>(j.X), cl.D(1), 3D, 421K, | : <code>(j.X), cl.D(1), 3D, 421K, 623K/63214D</code> | ||
: Late cancel cl.D(1) into 3D. The timing isn't super difficult, but it takes some practice to get used to. | : Late cancel cl.D(1) into 3D. The timing isn't super difficult, but it takes some practice to get used to. | ||
Latest revision as of 00:11, 15 September 2024
Combos
General Notes:
- In any metered combo, 236236K can be replaced with 236236BD for more damage if you have the resources. With Extra meter, this will be done automatically if you're in MAX Mode and have a desperation charge ready.
- 421K will not come out if you are too far - this most often happens midscreen when you use both a jump-in and either two 2Bs or cl.D(1), 3D. Either cancel into a separate special move or do a shorter confirm such as a single 2B or only doing the first hit of cl.D.
- The timing for one hit Tornado Kick is incredibly tight - Aim to press the button as soon as the opponent starts descending from the apex of the launch. You can tell which part of the move hit the opponent visually - hitting them with only the 2nd part will force a soft knockdown, and also tell you that you did the move too early. Hitting them with only the 1st part but not being able to link into a buffered 623K is a sign you did it too late.
Meterless
Low
2B, 2B, 421K, 623K/63214D
- EX King's main light confirm. The 623K ender does more damage, but requires a microwalk to connect, while the 63214D ender is easier to land and offers better corner carry/okizeme.
2B, 2B, 421K, 2C, 236B
- Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure. Requires you to do a microdash when midscreen.
2B, 2B, 421K, 63214B(1), 623K
- Corner-only variant using the one hit Tornado Kick technique that does a lot of damage but requires tight timing. The 63214B must be delayed slightly, and only the first hit must connect.
2Bx3, 623K
- Her longest light confirm. Has to be done point-blank, and the timing for the lights is tricky.
3D > 63214D
- Basic confirm from slide. Useful as an anti-air to catch the opponent's landing or low profile their jump-in. Also useful as a poke against grounded opponents, but 63214D is not very safe if blocked so make sure to confirm that the opponent is standing or in the middle of an attack when the slide is about to hit, or quick max the second hit of 63214D to be safe either way.
Mid/Jump-In
(j.X), cl.D, 63214D
- Basic jump-in combo. Easy to confirm but not as much damage as the 421K routes.
(j.X), 2B/cl.D(1), 421K, 623K/63214D
- Main jump-in and heavy button confirm.
(j.X), 2B/cl.D(1), 421K, 2C, 236B
- Reset route from a jump-in. Still requires microdash to land 2C midscreen.
(j.X), 2B/cl.D(1), 421K, 63214B(1), 623K
- Jump-in one hit Tornado Kick route.
(j.X), cl.D(1), 3D, 421K, 623K/63214D
- Late cancel cl.D(1) into 3D. The timing isn't super difficult, but it takes some practice to get used to.
(j.X), cl.D(1), 3D, 421K, 2C, 236B
- Reset route with late cancel.
(j.X), cl.D(1), 3D, 421K, 63214B(1), 623K
- Your strongest meterless combo, and a combination of the techniques you learned - late cancel cl.D(1) 3D and one hit Tornado Kick.
With Meter
Low
2B, 2B, 421K, 236236D
- Basic metered low confirm. 236236D might not connect properly near the corner.
Mid/Jump-In
(j.X), cl.D, 421K, 236236D
- Main metered jump-in and punish combo. 236236D is still inconsistent in the corner.
(j.X), cl.D(1), 3D, 421K, 236236D
- Main confirm using late cancel, 236236D's corner inconsistency still included.
With Quick MAX
Low
2B, ABC, cl.D, 421K, 236236D
- Low starter into a Quick MAX combo. Boring, unconfirmable and nearly useless, since you can just go into proximity unblockable from 2B chains anyway. It's strongly advised that you don't do this combo.
2B, 2B, 421K, 623D, ABC, 623D
- Basic double Trap Shot route. Not too much damage, but it looks pretty stylish and puts you in MAX Mode. Quick MAX the final hit of the first Trap Shot.
2B, 2B, 421K, 63214B(1), 623D, ABC, 623D
- One hit Tornado Kick from lights. Insane damage for a light starter.
Mid/Jump-In
(j.X), 2B/cl.D(1), 421K, 623D, ABC, 623D
- Heavy starter double Trap Shot.
(j.X), cl.D(1), 3D, 421K, 623D, ABC, 623D
- Double Trap Shot route from a heavy starter, late cancel included.
(j.X), cl.D(1), 3D, 421K, 63214B(1), 623D, ABC, 623D
- THE EX King combo. Late cancel 3D, one hit Tornado Kick, double Trap Shot... Outdamages some characters' SDM routes and leaves you with most of your MAX Mode meter left. You can omit the late cancel 3D and do cl.D(1) if you haven't mastered the timing.