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The King of Fighters '98 UMFE/King: Difference between revisions

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== Introduction ==
== Introduction ==


{{StrengthsAndWeaknesses
|ext=jpg
| description =King is primarily a neutral and zoning character with access to some great normals and some solid zoning tools, including fireballs, an invincible reversal/anti-air, and a great low-profiling slide. Her great defensive normals allow her to cover different important spaces well, both on the ground and in the air. Her fireballs, along with her multiple anti-airs, can make her a hard character to approach, and she also has multiple good defensive options to deal with pressure. Her biggest weakness is her lack of mixups, making her offense very simple to defend against.}}
{| class="wikitable" border="1"
|-
! !! King !! EX King
|-
|+Character Comparison
|-
! '''Gameplan differences'''
|
'''King is a zoner sporting a solid pressure game with a stable gameplan that doesn't necessitate meter thanks to her very solid special moves.'''<br>
|
'''EX King is a zoner that has good mix-up up close, whose kit is amplified greatly if she has meter thanks to having one of the best supers in the game'''<br>
|-
! '''Combo differences'''
|
'''King has better meterless combos at longer ranges and good supers to combo, which can be improved upon further if the player is good at switching routes depending if the opponent is standing or not'''<br>
|
'''EX King has access to a launcher at closer ranges, and amazing corner damage if the player's execution is up to par, and just like with Regular King, her supers are very combo friendly, which all end in very good oki'''<br>
|-
!  '''Neutral'''
|
'''King plays like a traditional zoner, with great normals, multiple projectiles, and a meterless reversal/anti air'''<br>
|
'''EX King has tools for offense and defense, with access to one of the best reversals in the game, Surprise Rose, locked behind meter'''<br>
|-
!  '''Preferred System Mechanics'''
|
'''King is an already solid character on her own, with good meter build and opportunities to charge up, who also doesn't mind what other system mechanics you use her, making her a very flexible point character.'''<br>
|
'''EX King doesn't mind what mechanics you choose to use on her, but becomes one of the best zoners in the game if she has access to meter, making her a scary mid or anchor in every team.'''<br>
|-
|}
== Changes from Previous Versions ==
'''98 to 98UM'''
Normals:
* df+D damage has been reduced, you can now cancel the raw version
* GCCD recovery has been increased
* cr.B is now cancelable
* st.C priority has been reduced
Specials:
* hcb+C now knocks down
* dp+P will now connect consistently from second hit of cl.D
* dp+K's hitbox size has been increased
* Added invincibility to hcb+D, both versions can now be used as reversals
Supers:
* qcf,hcb+B no longer has a backflip, so it comes out fast and can be used as a reliable combo ender
* qcbx2+K now has 2f faster startup, both regular and MAX version can be used after the second hit of cl.D; it is now fast enough to combo from lights
'''98UM to 98UMFE'''
Specials:
* qcf+D now has 4 frames less recovery


== Normal Moves ==
== Normal Moves ==


'''Standing'''
'''Close'''


* st.A : standard standing jab with good range and priority. Great for stopping hops. Chainable. Not cancelable.
* cl.A: Whiffs on tiny crouchers. Chainable and cancelable.


* st.B : upwards angled kick. Has low invulnerability when she's off the ground. Good for stopping hops and but is prone to trading as an anti air against jumps. Not Chainable. Not cancelable,
* cl.B: Fast standing low. Cancelable.


* st.C : King delivers a quick straight punch. Very fast and active poke at 4f that can catch hops and function as a anti air from further away. It also works well against grounded opponent in footsies, though it won't hit crouchers other than the large ones and is susceptible to getting hit by lows. Not cancelable.
* cl.C: Hits above King, so it can be used as a close-range anti-air. For combos, cl.D is the better choice. Whiffs on tiny crouchers. Cancelable.


* st.D : King delivers a high roundhouse kick. Another good poke, hits a bit lower than st.C. Works well for Anti airs at long range where you hit with the tip of her shoe. Not cancelable.
* cl.D: Two-hitting kick normal: the first kick hits straight ahead and the second one goes upwards. This is your main combo option from jump-ins or for punishes, as the two hits make it easy to hit-confirm. Both hits are cancelable.


'''Close'''
'''Standing'''


* cl.A : Close range elbow strike. Whiffs on tiny crouchers. Chainable. Cancelable.
* st.A: Standard standing jab with good range and priority. Great for stopping hops. Chainable.


* cl.B : a low kick. This is a fast standing low. Not Chainable. Cancelable.
* st.B: Has low invulnerability when she's off the ground. Good for stopping hops, but is prone to trading as an anti-air against jumps.


* cl.C : an upwards angled elbow strike. Hits above king so can be used as a close range anti air. For combos cl.D is the better choice. Whiffs on tiny crouchers.
* st.C: Very fast and active poke that can catch hops and function as a anti-air from further away. It also works well against grounded opponents in neutral, though it won't hit crouchers other than the large ones and is susceptible to getting hit by lows.


* cl.D : A two hit kicking move. The first kick hits straight and the second one upwards. This is your main combo option from jumpins, the two hits makes it easy to hitconfirm. Both hits are cancelable.
* st.D: Another good poke, hits a bit lower than st.C. Works well for anti-airs at long range, where you hit with the tip of her shoe.


'''Crouching'''
'''Crouching'''


* cr.A : A crouching jab. Chainable. Cancelable.
* cr.A: A standard crouching jab. Decent for blockstrings. Chainable and cancelable.


* cr.B : A crouching kick. This is your main low combo option alongside cl.B Chainable. Cancelable.
* cr.B: This is your main low combo option alongside cl.B. Chainable and cancelable.


* cr.C : a uppercut punch. One of kings best anti airs as it has nice priority and hits the space above King. On hit you can cancel it into her B fireball to force your opponent to block it as they're coming down. Hit and whiff cancelable.
* cr.C: One of King's best anti-airs, as it has nice priority and hits the space above King. On hit, you can cancel it into qcf+B to force your opponent to block it as they're coming down. Cancelable on hit, block, and whiff.


* cr.D : a short ranged sweep. This is a pretty bad sweep as it has about the same length of her cr.B. It does have a lot of active frames though. Not cancelable.
* cr.D: This is a pretty bad sweep, as it has about the same length of her cr.B. It does have a lot of active frames, though.


'''Jumping'''
'''Jumping'''


* j.A : a donwward angled punch. a fairly standard j.A that gets outclassed by her other jumping buttons.
* j.A: A fairly standard j.A that gets outclassed by her other jumping buttons.


* j.B : a upwards angled kick. One of your two go to air to airs alongside j.CD. Use j.B when you think j.CD will be too slow to come out.
* j.B: One of your two go-to air-to-airs alongside j.CD. Use j.B when you think j.CD will be too slow to come out.


* j.C : a downward angled punch. A strong jump in normal. Can be used for crossups.
* j.C: A strong jump-in normal. Can be used for crossups.


* j.D : A downwards angled kick. Another good jump in normal. comes out very fast and can be used as an instant overhead. When used as a jump in attack delay the button press so that you hit them deep.
* j.D: Another good jump-in normal. Comes out very fast and can be used as an instant overhead. When used as a jump-in attack, delay the button press so that you hit them deep.


'''CD Attacks'''
'''CD Normals'''


* st.CD : King does a spinning kick that carries her off the ground a little. Great close range tool as it has low invulnerability and is cancelable so you can cancel it into fireballs on block. Makes for a good meaty. Slightly plus on block. Hit and Whiff cancelable.  
* st.CD: Great close-range tool, as it has low invulnerability and is cancelable, so you can cancel it into fireballs on block. Makes for a good meaty. Slightly plus on block. Cancelable on hit, block, and whiff.


* j.CD : King does a wheeling kick in the air. This is great as a air to air as well as air to ground as it goes from top to bottom in an arc. One of kings best air to air buttons and great to use as a jump in for pressure.
* j.CD: This is great as an air-to-air as well as a jump-in, as it covers a large area in a sweeping arc. One of King's best air-to-air buttons, and great to use as a jump-in for pressure.


== Throws ==
== Throws ==


'''Hold Rush:''' b/f + C
'''Hold Rush:''' <code>b/f+C (close)</code>


* Regular throw, Techable. King delivers a knee strike and an uppercut that sends the opponent almost full screen away.
* Regular throw, techable. King delivers a knee strike and an uppercut that sends the opponent almost fullscreen away.


'''Hook Buster:''' b/f + D
'''Hook Buster:''' <code>b/f+D (close)</code>


* Regular throw, Techable. King grabs the opponent with her legs and flips them behind her leaving full screen away.
* Regular throw, techable. King grabs the opponent with her legs and flips them behind her, leaving them fullscreen away.


== Command Moves ==
== Command Moves ==


'''Sliding Kick:''' df + B
'''Sliding Kick:''' <code>df+D</code>


* a low slide.  
* A low-hitting slide.  


* This move allows King to low profile attacks, good to use as a ranged poke and to go under aerial fireballs.  
* This move allows King to low-profile attacks, making it good to use as a ranged poke and as an answer to airborne fireballs.  


* You can cancel it into a special move like fireball for pressure or Mirage kick for a combo. Safe if spaced out, but punishable if done too close and not cancelled.
* Fairly unique in that it is only cancelable during the raw version and not the canceled one. You can get around this in combos by late-canceling into it, which makes it act like the raw version while still combo-ing.
 
* You can cancel it into a special move like qcf+K for pressure or hcb+P for a combo. Safe if spaced out, but punishable if done too close and not canceled.


== Special Moves ==
== Special Moves ==


Venom Strike: qcf + B/D
'''Venom Strike:''' <code>qcf+B/D</code>


* King throws a fireball using her legs.
* King throws a projectile using her legs.


* B version goes 1/2 screen and D version goes almost full screen but will not hit opponents at the end of the screen.  
* B version goes 1/2 screen and D version goes almost fullscreen, but will not hit opponents at the end of the screen.  


* Has a large amount of low invulnerability.  
* Has a large amount of low invulnerability during the throwing animation.


* fairly slow for a fireball, especially when it comes to recovery so you should be careful when throwing these. Always be ready to anti air after throwing one as the opponent is likely to jump over them.  
* Fairly slow for a projectile, especially when it comes to recovery, so you should be careful when throwing these. Always be ready to anti-air after throwing one, as the opponent is likely to jump over them.  


* They are hoppable.
* They can be hopped over.


* Double Venom Strike: qcf, qcf + B/D
'''Double Venom Strike:''' <code>qcfx2+B/D</code>


* Kings sends two fireballs out instead of one. The first projectile will be the same as the singular venom strikes and the second one will fly a bit further than the first.
* Kings sends two projectiles out instead of one. The first projectile will be the same as qcf+K and the second one will fly a bit further than the first.


* The two fireballs comes at the cost of an even heftier recovery period so this move is even more susceptible to getting jumped. It works well for blockstrings though and the second projectile can catch people trying to take an action after blocking the first or hop/jumping over the first one if they were only expecting one.
* The two fireballs come at the cost of an even heftier recovery period, so this move is even more susceptible to getting jumped. It works well for blockstrings, though, and the second projectile can catch people trying to take an action after blocking the first or hop/jumping over the first one if they were only expecting one.


Trap Shoot: dp + B/D
'''Trap Shoot:''' <code>dp+B/D</code>


* King does a backflip while kicking. If it hits the opponent gets comboed and eventually kicked away.  
* King does a backflip while kicking. If it hits, the opponent gets combo-ed and eventually kicked away.  


* On block it has a lot of pushback making it fairly safe. Not good as an anti air despite how it looks as it will lose or at best trade against jump in attacks.  
* On block, it has a lot of pushback, making it fairly safe. Not good as an anti-air despite how it looks, as it will lose or at best trade against jump-in attacks, and if it trades it does zero damage.  


* Causes soft knockdown.
* Despite the motion, it doesn't work as a DP at all, and is instead good for ending combos or just taking up space in neutral.
 
* Causes a soft knockdown.


Tornado Kick: hcb + B/D
'''Tornado Kick:''' <code>hcb+B/D</code>


* King does a series of kicks diagonally upwards in the air.  
* King does a series of kicks diagonally upwards in the air.  


*The B version is Kings go to reversal as it has invulnerability on startup and on the first few active frames.
*The B version is King's go-to reversal, as it has invincibility on startup and on the first few active frames.
 
* The D version is a good combo ender in most cases. Does not make for a great anti-air unless done very late. On block or whiff it is very punishable.


* The D version is a good combo ender in most cases. Does not make for a great anti air unless done very late. On block or whiff it is very punishable. Causes soft knockdown.
* Causes soft knockdown.


Surprise Rose: dp + A/C
'''Surprise Rose:''' <code>dp+A/C</code>


* King does a rising kick into a backflip into a series of diagonally descending kicks.  
* King does a rising kick into a backflip into a series of diagonally descending kicks.  
Line 120: Line 197:
* The second grounded hit launches the opponent into the air so they can be hit by the rest. If the second hit whiffs the opponent stays on the ground while King does the rest of the move.  
* The second grounded hit launches the opponent into the air so they can be hit by the rest. If the second hit whiffs the opponent stays on the ground while King does the rest of the move.  


* C version travels further than the A version but other than that they're the same.  
* C version travels further than the A version, but other than that they're the same.  


* It has 2 frames of startup invul.  
* It has 2 frames of startup invincibility.  


* A hard move to punish on block and can therefore be used for some safe chip damage, but if the opponent reacts they can stop the move with an anti air. Causes soft knockdown if the opponent was launched into the air.
* A hard move to punish on block; as a result, it can be used for some safe chip damage, but if the opponent reacts they can stop the move with an anti-air.


Mirage Kick: hcb + A/C
* Causes a soft knockdown if the opponent was launched into the air.


King runs forward and delivers a series of kicks.  
'''Mirage Kick:''' <code>hcb+A/C</code>
 
* King runs forward and delivers a series of kicks.  


* Both versions can combo from lights.  
* Both versions can combo from lights.  


* the A version leaves the opponent standing but the C version knocks them down.  
* The A version leaves the opponent standing but the C version causes a soft knockdown.  


*Safe on block in most cases.  
* Safe on block in most cases.  


* It has low invulnerability on startup. The C version has longer startup but has more low invulnerability.
* It has low invincibility on startup. The C version has longer startup but more low invincibility.  
 
* C version causes soft knockdown.


== Desperation Moves ==
== Desperation Moves ==


Illusion Kick: qcf, hcb + B/D
'''Illusion Kick:''' <code>qcf,hcb+B/D</code>


Kings ranbu style super.  
* King's ranbu-style DM.  


* In the B version King goes directly into the ranbu and delivers a series of hits. In the D version King jumps backwards and then goes into the ranbu.
* In the B version, King goes directly into the ranbu and delivers a series of hits. In the D version, King jumps backwards and then goes into the ranbu.


* B version is a good combo tool and will combo from her heavy normals as well as a slide when close enough. D version is too slow to combo outside of specific scenarios.
* B version is a good combo tool and will combo from her heavy normals, as well as a slide when close enough. D version is too slow to combo outside of specific scenarios.


* It also can be used as a decent anti air option.
* It also can be used as a decent anti-air option.


Silent Slash: qcb, qcb + B/D
'''Silent Slash:''' <code>qcbx2+B/D</code>


* King does a backflip kick and then a followup that goes straight upwards. If this hits on a grounded opponent the opponent gets sent straight upwards with king.  
* King does a backflip kick and then a followup that goes straight upwards. If this hits on a grounded opponent, the opponent gets sent straight upwards with King.  


* This is mainly useful as a combo tool from cl.D.  
* This is mainly useful as a combo tool from cl.D, although it can combo from lights as well.


* Though it looks like it could anti air it's awful for it, because if it hits an opponent in the air the followup will not combo, not even when they're in the corner.
* Though it looks like it could anti-air it's awful for it, because if it hits an opponent in the air the followup will not combo, not even when they're in the corner.


== Combos ==
== Combos ==


cr.B cr.B/cr.A/st.B hcb+D/dp+D
'''General Notes'''
 
===Meterless===


meterless combo from low starter, hcb+D does more damage but dp+D is safer if blocked
''Low''


(j.C/D) cl.D (1) df+D hcb+D/C
: <code>cr.B, cr.B/cr.A/st.B, hcb+D/dp+D</code>
: Meterless combo from low starter. hcb+D does more damage but dp+D is safer if blocked.


meterless combo from close starter or jump in.
''Mid/Jump-In''


(j.C/D) cl.D(1) df+D qcf,hcb+B
: <code>(j.X), cl.D (1), df+D, hcb+D/C</code>
: Meterless combo from a close starter or jump-in. Must cancel into df+D as late as possible.


metered combo from close starter or jump in.
''Corner''


(j.C/D) cl.D(2) qcbx2+K
: <code>(j.X), cl.D(1), df+D, dp+A, hcb+D</code>
: Corner combo using dp+A for a combo extension. Use cl.D(1) if you started the combo from a jump in. Must cancel into df+D as late as possible.


(j.C/D) cl.D(1) df+B dp+A hcb+D
===With Meter===


corner combo using surprise rose for a combo extension. Use cl.D(1) if you started the combo from a jump in.
''Mid/Jump-In''


'''Quick Max combos'''
: <code>(j.X), cl.D(1), df+D, qcf,hcb+B</code>
: metered combo from close starter or jump in. Must cancel into df+D as late as possible.


cr.B ABC hold forward cl.D(1) df+D qcf,hcb+B
: <code>(j.X), cl.D(2), qcbx2+K</code>


quick max combo from low starter
===With Quick MAX===


(j.C/D) cl.D hcb+C ABC hcb+D
''Low''


quick max combo in the corner that leaves you with max activated.
: <code>cr.B, ABC, cl.D(1), df+D, qcf,hcb+B</code>
: Quick MAX combo from low starter. Requires a short walk before the cl.D. Must cancel into df+D as late as possible.


(j.C/D) cl.D(1) df+D hcb+C ABC qcf,hcb+B
''Corner''


the same combo as above but with a super ender
: <code>(j.X), cl.D, hcb+C, ABC, hcb+D</code>
: Quick MAX combo in the corner that leaves you with MAX activated.


cl.D dp+D ABC qcf,hcb+B
: <code>(j.X), cl.D(1), df+D, hcb+C, ABC, qcf,hcb+B</code>
: The same combo as above but with a DM ender. Must cancel into df+D as late as possible.


another option for a quick max corner combo.
: <code>cl.D, dp+D, ABC, qcf,hcb+B</code>
: Another option for a Quick MAX corner combo.


== Strategy & Tips ==
== Strategy & Tips ==


== Videos ==
== Videos ==
{{#ev:youtube|1xP7Si-tHfQ|||'''King of Fighters 98 UM FE: King Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}


== External Links ==
== External Links ==

Latest revision as of 10:09, 7 March 2023


Introduction

King is primarily a neutral and zoning character with access to some great normals and some solid zoning tools, including fireballs, an invincible reversal/anti-air, and a great low-profiling slide. Her great defensive normals allow her to cover different important spaces well, both on the ground and in the air. Her fireballs, along with her multiple anti-airs, can make her a hard character to approach, and she also has multiple good defensive options to deal with pressure. Her biggest weakness is her lack of mixups, making her offense very simple to defend against.

King EX King
Character Comparison
Gameplan differences

King is a zoner sporting a solid pressure game with a stable gameplan that doesn't necessitate meter thanks to her very solid special moves.

EX King is a zoner that has good mix-up up close, whose kit is amplified greatly if she has meter thanks to having one of the best supers in the game

Combo differences

King has better meterless combos at longer ranges and good supers to combo, which can be improved upon further if the player is good at switching routes depending if the opponent is standing or not

EX King has access to a launcher at closer ranges, and amazing corner damage if the player's execution is up to par, and just like with Regular King, her supers are very combo friendly, which all end in very good oki

Neutral

King plays like a traditional zoner, with great normals, multiple projectiles, and a meterless reversal/anti air

EX King has tools for offense and defense, with access to one of the best reversals in the game, Surprise Rose, locked behind meter

Preferred System Mechanics

King is an already solid character on her own, with good meter build and opportunities to charge up, who also doesn't mind what other system mechanics you use her, making her a very flexible point character.

EX King doesn't mind what mechanics you choose to use on her, but becomes one of the best zoners in the game if she has access to meter, making her a scary mid or anchor in every team.

Changes from Previous Versions

98 to 98UM

Normals:

  • df+D damage has been reduced, you can now cancel the raw version
  • GCCD recovery has been increased
  • cr.B is now cancelable
  • st.C priority has been reduced

Specials:

  • hcb+C now knocks down
  • dp+P will now connect consistently from second hit of cl.D
  • dp+K's hitbox size has been increased
  • Added invincibility to hcb+D, both versions can now be used as reversals

Supers:

  • qcf,hcb+B no longer has a backflip, so it comes out fast and can be used as a reliable combo ender
  • qcbx2+K now has 2f faster startup, both regular and MAX version can be used after the second hit of cl.D; it is now fast enough to combo from lights

98UM to 98UMFE

Specials:

  • qcf+D now has 4 frames less recovery

Normal Moves

Close

  • cl.A: Whiffs on tiny crouchers. Chainable and cancelable.
  • cl.B: Fast standing low. Cancelable.
  • cl.C: Hits above King, so it can be used as a close-range anti-air. For combos, cl.D is the better choice. Whiffs on tiny crouchers. Cancelable.
  • cl.D: Two-hitting kick normal: the first kick hits straight ahead and the second one goes upwards. This is your main combo option from jump-ins or for punishes, as the two hits make it easy to hit-confirm. Both hits are cancelable.

Standing

  • st.A: Standard standing jab with good range and priority. Great for stopping hops. Chainable.
  • st.B: Has low invulnerability when she's off the ground. Good for stopping hops, but is prone to trading as an anti-air against jumps.
  • st.C: Very fast and active poke that can catch hops and function as a anti-air from further away. It also works well against grounded opponents in neutral, though it won't hit crouchers other than the large ones and is susceptible to getting hit by lows.
  • st.D: Another good poke, hits a bit lower than st.C. Works well for anti-airs at long range, where you hit with the tip of her shoe.

Crouching

  • cr.A: A standard crouching jab. Decent for blockstrings. Chainable and cancelable.
  • cr.B: This is your main low combo option alongside cl.B. Chainable and cancelable.
  • cr.C: One of King's best anti-airs, as it has nice priority and hits the space above King. On hit, you can cancel it into qcf+B to force your opponent to block it as they're coming down. Cancelable on hit, block, and whiff.
  • cr.D: This is a pretty bad sweep, as it has about the same length of her cr.B. It does have a lot of active frames, though.

Jumping

  • j.A: A fairly standard j.A that gets outclassed by her other jumping buttons.
  • j.B: One of your two go-to air-to-airs alongside j.CD. Use j.B when you think j.CD will be too slow to come out.
  • j.C: A strong jump-in normal. Can be used for crossups.
  • j.D: Another good jump-in normal. Comes out very fast and can be used as an instant overhead. When used as a jump-in attack, delay the button press so that you hit them deep.

CD Normals

  • st.CD: Great close-range tool, as it has low invulnerability and is cancelable, so you can cancel it into fireballs on block. Makes for a good meaty. Slightly plus on block. Cancelable on hit, block, and whiff.
  • j.CD: This is great as an air-to-air as well as a jump-in, as it covers a large area in a sweeping arc. One of King's best air-to-air buttons, and great to use as a jump-in for pressure.

Throws

Hold Rush: b/f+C (close)

  • Regular throw, techable. King delivers a knee strike and an uppercut that sends the opponent almost fullscreen away.

Hook Buster: b/f+D (close)

  • Regular throw, techable. King grabs the opponent with her legs and flips them behind her, leaving them fullscreen away.

Command Moves

Sliding Kick: df+D

  • A low-hitting slide.
  • This move allows King to low-profile attacks, making it good to use as a ranged poke and as an answer to airborne fireballs.
  • Fairly unique in that it is only cancelable during the raw version and not the canceled one. You can get around this in combos by late-canceling into it, which makes it act like the raw version while still combo-ing.
  • You can cancel it into a special move like qcf+K for pressure or hcb+P for a combo. Safe if spaced out, but punishable if done too close and not canceled.

Special Moves

Venom Strike: qcf+B/D

  • King throws a projectile using her legs.
  • B version goes 1/2 screen and D version goes almost fullscreen, but will not hit opponents at the end of the screen.
  • Has a large amount of low invulnerability during the throwing animation.
  • Fairly slow for a projectile, especially when it comes to recovery, so you should be careful when throwing these. Always be ready to anti-air after throwing one, as the opponent is likely to jump over them.
  • They can be hopped over.

Double Venom Strike: qcfx2+B/D

  • Kings sends two projectiles out instead of one. The first projectile will be the same as qcf+K and the second one will fly a bit further than the first.
  • The two fireballs come at the cost of an even heftier recovery period, so this move is even more susceptible to getting jumped. It works well for blockstrings, though, and the second projectile can catch people trying to take an action after blocking the first or hop/jumping over the first one if they were only expecting one.

Trap Shoot: dp+B/D

  • King does a backflip while kicking. If it hits, the opponent gets combo-ed and eventually kicked away.
  • On block, it has a lot of pushback, making it fairly safe. Not good as an anti-air despite how it looks, as it will lose or at best trade against jump-in attacks, and if it trades it does zero damage.
  • Despite the motion, it doesn't work as a DP at all, and is instead good for ending combos or just taking up space in neutral.
  • Causes a soft knockdown.

Tornado Kick: hcb+B/D

  • King does a series of kicks diagonally upwards in the air.
  • The B version is King's go-to reversal, as it has invincibility on startup and on the first few active frames.
  • The D version is a good combo ender in most cases. Does not make for a great anti-air unless done very late. On block or whiff it is very punishable.
  • Causes soft knockdown.

Surprise Rose: dp+A/C

  • King does a rising kick into a backflip into a series of diagonally descending kicks.
  • The second grounded hit launches the opponent into the air so they can be hit by the rest. If the second hit whiffs the opponent stays on the ground while King does the rest of the move.
  • C version travels further than the A version, but other than that they're the same.
  • It has 2 frames of startup invincibility.
  • A hard move to punish on block; as a result, it can be used for some safe chip damage, but if the opponent reacts they can stop the move with an anti-air.
  • Causes a soft knockdown if the opponent was launched into the air.

Mirage Kick: hcb+A/C

  • King runs forward and delivers a series of kicks.
  • Both versions can combo from lights.
  • The A version leaves the opponent standing but the C version causes a soft knockdown.
  • Safe on block in most cases.
  • It has low invincibility on startup. The C version has longer startup but more low invincibility.

Desperation Moves

Illusion Kick: qcf,hcb+B/D

  • King's ranbu-style DM.
  • In the B version, King goes directly into the ranbu and delivers a series of hits. In the D version, King jumps backwards and then goes into the ranbu.
  • B version is a good combo tool and will combo from her heavy normals, as well as a slide when close enough. D version is too slow to combo outside of specific scenarios.
  • It also can be used as a decent anti-air option.

Silent Slash: qcbx2+B/D

  • King does a backflip kick and then a followup that goes straight upwards. If this hits on a grounded opponent, the opponent gets sent straight upwards with King.
  • This is mainly useful as a combo tool from cl.D, although it can combo from lights as well.
  • Though it looks like it could anti-air it's awful for it, because if it hits an opponent in the air the followup will not combo, not even when they're in the corner.

Combos

General Notes

Meterless

Low

cr.B, cr.B/cr.A/st.B, hcb+D/dp+D
Meterless combo from low starter. hcb+D does more damage but dp+D is safer if blocked.

Mid/Jump-In

(j.X), cl.D (1), df+D, hcb+D/C
Meterless combo from a close starter or jump-in. Must cancel into df+D as late as possible.

Corner

(j.X), cl.D(1), df+D, dp+A, hcb+D
Corner combo using dp+A for a combo extension. Use cl.D(1) if you started the combo from a jump in. Must cancel into df+D as late as possible.

With Meter

Mid/Jump-In

(j.X), cl.D(1), df+D, qcf,hcb+B
metered combo from close starter or jump in. Must cancel into df+D as late as possible.
(j.X), cl.D(2), qcbx2+K

With Quick MAX

Low

cr.B, ABC, cl.D(1), df+D, qcf,hcb+B
Quick MAX combo from low starter. Requires a short walk before the cl.D. Must cancel into df+D as late as possible.

Corner

(j.X), cl.D, hcb+C, ABC, hcb+D
Quick MAX combo in the corner that leaves you with MAX activated.
(j.X), cl.D(1), df+D, hcb+C, ABC, qcf,hcb+B
The same combo as above but with a DM ender. Must cancel into df+D as late as possible.
cl.D, dp+D, ABC, qcf,hcb+B
Another option for a Quick MAX corner combo.

Strategy & Tips

Videos

King of Fighters 98 UM FE: King Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro