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The King of Fighters XV/King/Strategy: Difference between revisions
m Add note about the kick super safejump in the corner whiffing on Heidern and Antonov |
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==General Gameplan== | ==General Gameplan== | ||
{{#ev:youtube|kg-bw7tp7ww|||'''King Basics by B Cole'''|frame}} | |||
==Neutral== | ==Neutral== | ||
==Pressure== | ==Pressure== | ||
Frametraps | |||
* close A 2D | |||
* lights into delayed 3D - if you cancel this immediately it's a true string and if you're a little slow you leave a bigger gap | |||
* heavies into 6B - can confirm into air ex fireball if it hits | |||
* You can use fireballs for frametraps depending on distance | |||
==Mixups== | ==Mixups== |
Latest revision as of 18:46, 23 November 2024
General Gameplan
Neutral
Pressure
Frametraps
- close A 2D
- lights into delayed 3D - if you cancel this immediately it's a true string and if you're a little slow you leave a bigger gap
- heavies into 6B - can confirm into air ex fireball if it hits
- You can use fireballs for frametraps depending on distance
Mixups
Defense
Okizeme
Without meter or with only a little King must choose between higher damage in 623C or taking better oki for lower damage with 214C. However, with 1 bar and being near to the corner King can turn any hitconfirm into solid damage and an incredibly easy 4F safejump with 214214K.
Safejumps
Definition and example of a safejump.
C Throw:
Whiff 2A > jump > j.D (4f Reversals)
Back to Corner D Throw: Whiff c.A > hop > j.D (4f Reversals)
214B: hop / hyper hop > j.D (6f Reversals)
214D: hop / hyper hop > j.D (5f Reversals)
Corner 214214B/D: jump > j.D (4f Reversals) (whiffs on Heidern and Antonov)
Need to test: 214214B+D, Climax, 236B+D-