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m Add note about the kick super safejump in the corner whiffing on Heidern and Antonov
 
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{{CharNavbox_XV}}
{{CharNavbox_XV}}
==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

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

King Basics by B Cole

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-

Countering King

External Resources

Navigation

The King of Fighters XV
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