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The King of Fighters XV/King/Strategy: Difference between revisions
→Pressure: added frametraps |
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Line 9: | Line 9: | ||
Frametraps | Frametraps | ||
close A 2D | * 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 | * 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 | * heavies into 6B - can confirm into air ex fireball if it hits | ||
You can use fireballs for frametraps depending on distance | * 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-