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The King of Fighters XIII/King: Difference between revisions
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=Throw= | =Throw= | ||
'''Hook Buster = (b/f+C/D)''' - 100 damage, | '''Hook Buster = (b/f+C/D)''' - 100 damage, cannot be recovery rolled. King throws the opponent with her legs. C version throws opponent forward, D version throws opponent behind. The options after the throw are | ||
* Early superjump for safejump (hold down crouching guard in advance) with j.D | |||
* A brief run forward into superjump for a crossup with j.D | |||
* If you throw them in the corner, if you roll over their body, you can mix them up with an ambigious roll set-up. You can choose which side to end your roll before your opponent recovers. Very tricky. [http://dreamcancel.com/forum/index.php?topic=1658.msg46744#msg46744 ] | |||
=Command Moves= | =Command Moves= |
Revision as of 17:23, 8 April 2012
0 Stock, No Drive Gauge |
Low |
cr.B, cr.A, df.D, qcf+K = 144 dmg |
1 Stock, No Drive Gauge | Anywhere | cr.B, cr.B, st.B, df+D, qcf+BD, hcb+D = 308 dmg |
1 Stock, 1+ Drive Gauge | Anywhere | j.D, st.D, df.D, hcb+B, dp+BD (DC) hcb+B, hcb+D = 359 dmg |
2 Stock, 2 Drive Gauge | Corner | j.D, st.D, df.D, hcb+B, dp+B (DC) hcb+B, hcb+D, qcfx2+AC = 560 dmg |
Console Changes
- Jump D stays out longer - close C has faster startup - D Venom Strike (air) has a smaller recoil - far D has less lag - (Slide can be cancelled without being cancelled into
Yamamoto – "We focused on her normals mainly. Although the number of changes are few, it will change gameplay significantly as normals are used most often. Her slide is a great low move and since her close HP {s.C} isn’t affected by scaling easily, please us it often as a combo starter."
Gameplay Overview
King is a mixed bag character. She can keep an opponent at bay by utilizing her projectile game, though predictability in this area can work against her favor. Her rushdown isn't terribly exceptional since she doesn't have any real mixup options. Because of this, her neutral game is very important. Using EX moves and drive cancels, King is able to get the opponent to the corner, where she can get her best damage with either HD combos or EX Surprise Rose. King's difficult matchups are those against rushdown characters. Having poor normals and lack of a decent reversal without meter really hurts King in the defensive department. Coupled with the fact that she is generally poor at building meter, King works best when not used as a point(1st) character.
Gameplay Notes
Pros
- Good zoning tools (projectiles)
- Good EX moves
- Easy BnBs and HD combos
- Fast movement speed (backdash/run)
Cons
- Slow normals (short range, low priority)
- Poor mixup game (no overhead/proximity unblockable)
- Low damage potential compared to a majority of the cast
- Requires corner for high damage
- Needs meter for damage/reversals
- Not good at building meter
Normals
Standing
st. A: 30 damage, chain/cancellable, hits mid. A standard jab attack, good for stopping hops. Whiffs on crouching opponents, though.
st. B: 30 damage, chainable, hits low. A standing kick aimed low, useful for chaining into slide kick. It has decent range and start-up, but her upper body is vulnerable to any opponents standing normals that reach outside the st.B's range, and any incoming hop attacks.
st. C: 80 damage, hits mid. A straight punch which has very fast start-up (3 frames) and good range. It is best used for stopping incoming hops and some far, missed jump-ins. It's a great poke, but its disadvantage is that it miss and whiffs completely on crouching opponents, who may punish you with a low attack. But if you perform this punish close enough to a crouching opponent, her close C might active instead.
st. D: 80 damage, hits mid. A high angled kick with very slow startup and recovery. It can be used as a preemptive anti-air, but don't try to anti-air jumps that are too close to you (or may try to jump all the way over you) or it might whiff and leave you open.
cl. C: 70 damage, cancellable, hits mid. A high arcing uppercut, decent as an anti-air against neutral jumps when cornered. It's rather fast as well, which can be great for completing combos after jump-ins. On block is rather safe too, so feel free to use in blockstrings to bait movement and attacks from your opponent.
cl. D: 40+45 damage, cancellable, hits mid. A two-hit angled kick similar to st.D. King's best normal for combos and blockstrings. Cancel with Venom Strike to make it safe. Be extremely careful with this move during blockstrings when your opponent has meter...they can possibly Guard Cancel Roll the 1 or 2nd hit which may leave you vulnerable if you are committed to cancelling it into a special move.
Crouching
cr. A: 25 damage, chain/cancellable, hits mid. A crouching jab, good in combos but it's range isn't as good as her cr.B. On block it is a bit safer than cr.B, so don't hesitate to use it in a blockstring.
cr. B: 30 damage, chainable, hits low. A crouching low kick, arguably one of her best pokes and ground combo starters. You will be using this a LOT.
cr. C: 70 damage, cancellable, hits mid. A crouching uppercut, can be used as a pseudo anti-air but don't rely on it just for that function. It has a thin sized horizontal hitbox which may cause it to be beaten out clean or trade with some hop attacks that have more downward angled hitboxes.
cr. D: 80 damage, cancellable, hits low. A really slow sweep which looks like cr.B in slow motion. Poor when used as a punish. Use her df.D instead.
Jumping
j. A: 45 (40) damage, cancellable, hits overhead. A jumping downwards jab, rarely used. Very short range, but you can cancel it into her air qcf+K.
j. B: 45 (40) damage, whiff/cancellable, hits overhead. A jumping back kick aimed upwards, King's best air-to-air attack. Keep to air-to-air attacks only, hopping in or jumping in with this kick is very dangerous because she will be open to low attacks on the way down to the ground.
j. C: 72 (70) damage, cancellable, hits overhead. A jumping downwards punch, similar to j.A with more hitstun. Useful as a quick jump-in when not crossing-up the opponent.
j. D: 70 (68) damage, hits overhead. A jumping downwards angled kick, that can crossup. King's most common jump-in to start combos. Can NOT be used as an instant overhead (even on Raiden).
Blowback Attack
CD: 75 damage, whiff/cancellable, hits mid. A spin kick to the midsection, generally beats lows. Good as a standing poke but it's start-up rather slow, so it might lose to more faster pokes.
j. CD: 90 (80) damage, cancellable, hits mid. An aerial spinning heel kick that arcs downwards, slow startup. Decent air-to-air if done early. Often misses against grounded/crouching opponents. You can cancel this kick on block (or on hit) into her air Venom Strike (qcf+K).
GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack - A spin kick to the midsection, similar to st.CD. May miss on opponents who hit with high jump-ins.
Throw
Hook Buster = (b/f+C/D) - 100 damage, cannot be recovery rolled. King throws the opponent with her legs. C version throws opponent forward, D version throws opponent behind. The options after the throw are
- Early superjump for safejump (hold down crouching guard in advance) with j.D
- A brief run forward into superjump for a crossup with j.D
- If you throw them in the corner, if you roll over their body, you can mix them up with an ambigious roll set-up. You can choose which side to end your roll before your opponent recovers. Very tricky. [1]
Command Moves
Slide Kick = (df+D)
- King's slide kick moves her forward on the ground for a low hitting kick. When landing a close high kick, can combo into slide kick and initiate a cancel into Trap Shot, Venom Strike or Tornado Kick. You can cancel this move freely without cancelling from another normal (ex. s.D, df+D)
- Cancel-able
- Hit Detection: Low
- Damage: 40
Special Moves
Trap Shot = (dp+K)
- King will do a backflip kick. If it lands, she will go into a full animation where she kicks the opponent multiple times. If it whiffs, no further animation will occur. Trap Shot can be canceled into a lot of different moves (Venom Strike, Tornado Kick, EX Trap Shot, and Surprise Rose). Unsafe on block, especially if the opponent has the player in the corner. Not viable as anti-air unless done as an EX version. EX version has full invincibility against attacks (not projectiles).
(EX) = dp+BD
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 0+20x3+80/0+20x6+80
Venom Strike = (qcf+K)
- King's projectile. A standard fireball on the ground. She can also perform this move anytime during her jump-arc whether it be neutral, backward, or forward, which is very useful for zoning. EX version version hits twice: goes through standard projectiles, trades with EX projectiles, and loses to DM projectiles.
(EX) = qcf+BD
- Super Cancel-able
- Hit Detection: High
- Damage: 65/75x2
Air Venom Strike = (qcf+K) in air
- When done as an aerial version, A version drops straight down, B version makes King jump slightly backwards before landing, EX version drops straight down at a faster rate than A version.
(EX) = qcf+BD in air
- Hit Detection: High
- Damage: 60/120
Tornado Kick '95 = (hcb+K)
- King does a whirlwind kick forward. The start up on this move feels pretty slow, so don't throw it out when the opponent is close enough to react. It's called Tornado Kick '95 because her Tornado Kick in recent games have been much more vertical, and this Tornado Kick resembles the original horizontal version in KoF 95. Second hit will whiff on crouchers (unsure on Raiden, testing necessary). Unsafe on block, unless blocked from afar (hits with the tip). EX version has invincibility, may be used as an anti-air.
(EX) = hcb+BD
- Drive/Super Cancel-able
- Hit Detection: Close
- Damage: 30x2/60x2/55x3
Desperation Moves
Double Strike = (qcfx2+K)
- King throw's out two very large and fast Venom Stikes. B version projectile travels slower than D version, same damage.
- Hit Detection: High
- Damage: 105x2
Surprise Rose = (qcfx2+P)
- King does an upwards kick during the first part of the animation, then lands forward for more kicks. The upwards kick in the beginning makes this super viable as an anti air, but it does not have great priority and can get beaten out by certain normals. Depending on whether you press A or C, she will travel shorter or farther respectively with the second part. Max Cancel-able during any of the hits (minus the initial upwards kick).
(EX) = qcfx2+AC
- Max Cancel-able
- Hit Detection: High
- Damage: 10x2+0+12x11+48/10x2+0+(10x3+30)x3+10x3+100
Neomax
Venom Shot = (qcbx2+BD)
- Can be done from the ground or in the air. If done from the ground, King jumps straight up before performing the move. Superflash/timefreeze does not occur until the peak of the jump, and therefore can be interrupted before the move executes. If interrupted in this way, no meter is spent. If Venom Shot is done from the air, startup is 1 frame. Not all hits are guaranteed.
- Hit Detection: High
- Damage: 30x(1~17)
Combos
Common Combo Starters
cr.B, st.B, df.D = 94 dmg
cr.B, cr.A, df.D = 89 dmg
cr.B, st.A, df.D = 89 dmg
cr.Bx2, st.B, df.D = 119 dmg
st.B, df.D = 68 dmg
cr.C, df.D = 108 dmg
st.D, df.D = 118 dmg
Be sure to learn how to do these before you begin to add specials to them. You can also add an jump attack to these as well.
No Stock, No Drive Gauge -
c.C> df.D> hcb+B> s.C [224]
[corner]c.C> df.D> hcb+B> dp+B/D [250]
No Stock, 1+ Drive Gauge -
c.C> df.D> dp+B/D> (DC) hcb+B> hcb+D [312]
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> hcb+D [332]
No Stock, 2 Drive Gauge -
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> dp+B/D> hcb+B> dp+B/D [362]
1 Stock, No Drive Gauge -
c.C> df.D> hcb+B> dp+BD [274]
c.C> df.D> qcf+BD> hcb+D [323]
[corner]c.C> df.D> hcb+B> qcf+A/C [313]
[corner]c.C> df.D> qcf+BD> qcf+B> hcb+D [369]
1 Stock, 1+ Drive Gauge -
c.C> df.D> hcb+B> dp+BD> (DC) hcb+B> hcb+D [325]
c.C> df.D> hcb+D> (DC) qcf+BD> hcb+D [354]
c.C> df.D> dp+B/D> (DC) hcb+B> qcfx2+B [363]
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) qcf+BD> qcf+B> qcf+B> 2C [402]
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> qcf+B> qcfx2+A/C [410]
[corner]c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D [438]
[corner]c.C> df.D> qcf+BD> qcf+D> dp+B/D> (DC) hcb+B> qcf+B> 2C [443]
[corner]j.C > s.D > df+D > qcf+BD > qcf+B > dp+B/D > (DC) hcb+B > hcb+D [460]
1 Stock, 2 Drive Gauge -
c.C> df.D> dp+B/D> (DC) dp+BD> (DC) hcb+B> hcb+D [330]
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> dp+B/D> (DC) hcb+B> qcf+B> qcfx2+A/C [447]
[corner]c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) hcb+B> dp+B/D> (DC) hcb+B> hcb+D [463]
[corner]c.C> df.D> hcb+D> (DC) qcf+BD> dp+B/D> (DC) hcb+B> hcb+D [465]
2 Stock, No Drive Gauge -
c.C> df.D> qcf+BD> qcfx2+B/D [396]
c.C> df.D> qcfx2+AC [415]
[corner]c.C> df.D> qcf+BD> qcf+B> qcfx2+B/D [438]
[corner]c.C> df.D> hcb+D> qcfx2+AC [497]
2 Stock, 1+ Drive Gauge -
c.C> df.D> dp+B/D> (SC) qcfx2+AC [453]
c.C> df.D> hcb+D> (DC) qcf+BD> qcfx2+D [465]
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> qcfx2+B/D> qcfx2+A/C [483]
[corner]c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) hcb+B> qcf+B> qcfx2+A/C [519]
[corner]c.C> df.D> qcf+BD> qcf+B> hcb+D (1st hit only)> (DC) qcf+BD> qcf+B> hcb+D [522]
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> hcb+D> qcfx2+AC [547]
2 Stock, 2 Drive Gauge -
[corner]c.C> df.D> hcb+D> (DC) qcf+BD> dp+B/D> (DC) hcb+B> qcf+B> qcfx2+A/C [546]
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> dp+B/D> (DC) hcb+B> hcb+D> qcfx2+AC [573]
[corner]c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D (1st hit only)> (DC) qcf+BD> qcf+B> qcf+D> hcb+D [608]
3 Stock, No Drive Gauge -
[corner]c.C> df.D> qcf+BD> qcfx2+AC [514]
[corner]c.C> df.D> qcf+BD> qcf+B> hcb+D> qcfx2+AC [610]
3 Stock, 1+ Drive Gauge -
[corner]c.C> df.D> qcf+BD> qcf+B> hcb+D (1st hit only)> (DC) qcf+BD> qcf+B> qcfx2+B/D [579]
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> qcfx2+B/D> qcfx2+AC [600]
[corner]c.C> df.D> hcb+B> dp+B/D> (DC) qcf+BD> qcf+B> hcb+D> qcfx2+AC [612]
[corner]c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) hcb+B> hcb+D> qcfx2+AC [653]
[corner]c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D> qcfx2+AC [676]
3 Stock, 2 Drive Gauge -
c.C> df.D> qcbx2+BD [432]
[corner]c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D (1st hit only)> (DC) qcf+BD> qcf+B> qcfx2+B/D [630]
[corner]c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) hcb+B> dp+B/D> (DC) hcb+B> hcb+D> qcfx2+AC [678]
4 Stock, 1+ Drive Gauge -
[corner]c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) qcf+BD> qcf+B> hcb+D> qcfx2+AC [711]
4 Stock, 2 Drive Gauge -
[corner]c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D(1st hit only)> (DC) qcf+BD> qcf+B> qcf+D> hcb+D> qcfx2+AC [823]
Hyper Drive Combos
No Stock -
(1) [corner]c.C> df.D> HD activation> c.C> df.D> [dp+B/D> (HDC) hcb+B]×4> qcf+B> c.C [486]
1 Stock -
(2) [corner]c.C> df.D> HD activation> c.C> df.D> hcb+D> (HDC) qcf+BD> [dp+B/D> (HDC) hcb+B]×3> qcf+B> c.C [581]
2 Stock -
(3) [corner]c.C> df.D> HD activation> c.C> df.D> [dp+B/D> (HDC) hcb+B]×4> hcb+D> qcfx2+AC [698]
3 Stock -
(4) [corner]c.C> df.D> HD activation> c.C> df.D> hcb+D> (HDC) qcf+BD> [dp+B/D> (HDC) hcb+B]×3> hcb+D> qcfx2+AC [793]
4 Stock -
(5) [corner]j.C> c.C> df.D> HD activation> c.C> df.D> qcf+BD> qcf+B> hcb+D (1st hit only)> (HDC) qcf+BD> [dp+B/D> (HDC) hcb+B]×3> qcfx2+B/D> qcfx2+AC [853]
(6) [corner]c.C> df.D> HD activation> c.C> df.D> hcb+D> (HDC) qcf+BD> [dp+B/D> HDC hcb+B]×3> qcfx2+B> qcfx2+AC [873]
5 Stock -
(7) [corner]c.C> df.D> HD activation> c.C> df.D> hcb+D> (HDC) qcf+BD> qcf+B> hcb+D (1st hit only)> (HDC) qcf+BD> qcf+B> qcf+D> hcb+D> (HDC) qcf+BD> dp+B/D> (HDC) hcb+B> hcb+D> qcfx2+AC [947]
(8) [corner]j.C> c.C> HD activation> (far) s.D> qcf+BD> qcf+B> hcb+D> qcf+BD> [dp+B/D> (HDC) hcb+B] × 3> qcfx2+B> qcfx2+AC [996]
(9) [corner]j.C> s.C> HD activation> s.C> hcb+D> qcf+BD> qcf+B> hcb+D> qcf+BD> qcf+B> (dash)> dp+B/D> (HDC) hcb+B> dp+B/D> qcf+B> qcfx2+B> qcfx2+AC [unconfirmed]
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
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