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== Introduction ==
== Introduction ==


Ex King is a zoning and neutral monster thanks to her great set of normals that covers all the different areas she needs to control and her good fireballs that sets up her zoning game. Without meter Ex King isn't as threatening but when she has a bar she gets access to two really powerful supers that lets her control the match through a very strong fireball super and a 2f invul super than can anti air really well. The main threat she has on offense is her proximity unblockable that launches for combo followups. Her weaknesses include a lack of defensive options without meter and that her offensive threats are limited.
EX King is a zoning and neutral monster, thanks to her great set of normals that cover all the different areas she needs to control and her good projectiles that set up her zoning game. Without meter, EX King isn't as threatening, but when she has a bar she gets access to two really powerful DMs that boost her damage, let her zone even more effectively, and fill some holes in her gameplan. Her neutral is her strongest point, but she can also push the offensive when necessary; her main threat there is her proximity unblockable that launches for combo followups. Her weaknesses include a lack of defensive options without meter, and that her offensive threats are otherwise limited.


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* qcf+D has less recovery
 
* qcf+D now has less recovery


Supers:
Supers:
* qcfx2+P opponent can't recovery roll on hit
 
* qcfx2+P now causes a hard knockdown


== 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: Good anti-hop option at close range. Whiffs on tiny crouchers. Chainable and cancelable.


* st.B : 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: This is a fast standing low. Cancelable.


* st.C : 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 EX King, so it can be used as a close-range anti-air. For combos, cl.D is the better choice. Whiffs on tiny crouchers.


* 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. Not cancelable.
* cl.D: Two-hitting heavy button. This is your main combo option from jump-ins, and the two hits make it easy to hit-confirm. Both hits are cancelable.


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


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


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


* cl.C : 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 (comes out in just 4f, and stays out for 9) that can catch hops and function as an anti-air from further away. It also works well against grounded opponents in footsies, though it won't hit crouchers other than the large ones and is susceptible to getting hit by lows. Just a fantastic button generally.


* cl.D : 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 standard crouching jab. Decent for blockstrings. Chainable. Cancelable.
* 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. Cancelable.
* cr.B: This is your main low combo option alongside cl.B, Chainable and cancelable.


* cr.C : 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 EX King's best anti-airs, as it has nice priority and hits a nice angle above her. On hit, you can cancel it into qcf+B to force your opponent to block it meaty 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. Not cancelable.
* cr.D: This is a pretty bad sweep, as it has about the same length of her cr.B but leads to nothing. It does have a lot of active frames though. EX King has no shortage of strong low options, so this being bad isn't really a problem.


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


* j.A : 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 : 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 strong jump in normal. Can be used for crossups.
* 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.
* 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, as the advantage on hit is a bit tight.


'''CD Attacks'''
'''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. Hit and Whiff cancelable.  
* st.CD: Great poking tool, as it has low invincibility and can be canceled into qcf+K to make it safe/take up more space. Makes for a good meaty, as it's slightly plus on block. Cancelable on hit, block, and whiff.


* j.CD : 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 a air-to-air as well as jump-in, as it goes from top to bottom in an arc. One of EX King's best air-to-air buttons, and great to use as a jump-in for pressure.


== Throws ==
== Throws ==


'''Hook Rush:''' b/f + C
'''Hook 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. EX King delivers a knee strike and an uppercut that sends the opponent almost fullscreen away.


'''Hook Master:''' b/f + D
'''Hook Master:''' <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. EX King grabs the opponent with her legs and flips them behind her, leaving them fullscreen away.


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


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


* a low slide.  
* A low-hitting, low-profile, cancelable slide. The complete package.


* This move allows King to low profile attacks, good to use as a ranged poke and to go under aerial fireballs.  
* This move allows EX King to go under aerial fireballs, and additionally helps her poking game.  


* fairly unique in the way that it is only cancelable during the raw version and not the cancelled one. you can get around this in combos by late cancelling into it.
* Fairly unique in that it is only cancelable during the raw version and not the canceled-into one. You can get around this in combos by late-canceling into it, which retains the cancelability of the raw version while still combo-ing.


* 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.
* You can cancel it into a special move, like qcf+K for pressure or rdp+K/hcb+K for a combo. Safe if spaced out, but punishable if done too close and not canceled.


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


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


* Causes soft knockdown
* Also despite looking like a DP, it has no invincibility whatsoever and cannot function as a reversal. However, it is very fast, and will combo from just about anything if close enough.


* Not good for reversals or anti-airing, good for ending combos and taking up a bunch of space onscreen
* Causes a soft knockdown.


'''Venom Strike''': qcf + B/D
* Not good for reversals or anti-airing, good for ending combos and taking up a bunch of space onscreen.


* King launches a projectile that travels full screen. B version travels slower and D version faster.
'''Venom Strike:''' <code>qcf+B/D</code>


* B version being slower means that it's better for setting up anti airs and roll punishes
* EX King launches an airborne projectile that travels fullscreen. B version travels slower and D version travels faster.


* D version travels very fast so it can be good to catch people off guard with.
* B version being slower means that it's better for setting up anti-airs and roll punishes.


* Both versions are very safe on block even at point blank range.
* D version travels very fast, so it can be good to catch people off-guard with.


* can be hopped over.
* Both versions are very safe on block, even at point-blank range.


'''Tornado Kick''': hcb + B/D
* Can be hopped over.


* King leaps forwards into the air and does two kicks. B version travels half a screen and D version travels 3/4 of the screen.
* Very solid projectile overall, and important to EX King's zoning game.


* Good move to throw out to catch approaches with.
'''Tornado Kick:''' <code>hcb+B/D</code>


* fairly safe when spaced out but punishable if blocked close up. D version is a bit more unsafe than the B version.
* EX King leaps forwards into the air and does two kicks as she travels. B version travels halfscreen and D version travels 3/4 of the screen.


* Good combo move when you're not in range for the rdp+K like after a slide.
* Good move to throw out to catch approaches with, or to harass the opponent from long range.


'''Moushuu Kyaku''': rdp + B/D
* B version is fairly safe on block, D version is punishable if not carefully spaced.


* King delivers a series of close range kicks and then launches the opponent. There's no difference between the button strengths.
* Good combo move when you're not in range for the rdp+K, like after a spaced df+D.


* This is a proximity unblockable with partial startup invul.
'''Moushuu Kyaku:''' <code>rdp+B/D</code>


* This is a key move for Ex King as it can be comboed from both lights and heavies and it launches allowing for a variety of combo enders.
* EX King delivers a series of close-range kicks and then launches the opponent. There's no difference between the button strengths.


* This also helps her mixup game a lot since she doesn't have many other tools to threaten with when up close.
* This is a fast proximity unblockable with partial startup invincibility.
 
* This is a key move for EX King, as it can be combo-ed from both lights and heavies and it launches, allowing for a variety of combo enders.
 
* This also helps her mixup game a lot, since she doesn't have many other tools to threaten with when up close.


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


'''Double Strike:''' <code>qcfx2+B/D</code>
* King throws out two big projectiles. The B version travels slower and the D version travels faster.
* Like most projectile DMs in the game, this is really good, as the projectiles EX King launches will beat out most other projectiles in the game, blowing away any zoning attempts. When EX King has a full stock, she can easily win any projectile zoning wars with the D version.
* This DM is also good for combos, since you can land it off of df+D and rdp+K.
* Both versions are punishable on block when done up close.
* The MAX version's projectiles become bigger (about the size of a Haoh Shoh Koh Ken) and more damaging, and they travel the same speed as the D version's.
'''Surprise Rose:''' <code>qcfx2+A/C</code>
* EX King launches the opponent up into the air, then divekicks them back down to the ground, where she performs a series of fast kicks. A version travels a shorter distance and at a shallower angle compared the C version.
* This is an invincible DM with only 2 frames of startup. It's a tremendous reversal and anti-air that can make EX King very hard to approach. It needs to be done when the opponent is close to the ground for the invincibility to beat out the opponent's move, if you do it when they're too high up it might trade or get beaten out.


'''Double Strike''': qcf, qcf + B/D
* Since it starts up so fast, it can also work as a close-range punish.


* King throws two big projectiles. The B version travels slower and the D version travels faster.
* MAX version travels at the same trajectory as the C version, but EX King does more kicks, so it deals more damage.


* This is a really good super as the projectiles King launches will beat out most other projectiles in the game. When King has a super bar filled she can easily win any projectile zoning wars with the D version of the super.
== Combos ==


* This super is also good for combos since you can land it both off of a slide and after the prox unblockable.
General Notes:


* both versions are punishable on block when done up close.
* In any metered combo, qcfx2+K can be replaced with qcfx2+BD for more damage if you have the resources.


* The MAX versions fireballs become bigger and more damaging, they travel the same speed as the D versions fireballs.
===Meterless===


'''Surprise Rose''': qcf, qcf + A/C
''Low''


* King launches the opponent up into the air and then divekicks them back down to the ground where she performs a series of fast kicks. B version travels a shorter distance and at a shallower angle compared the C version.
: <code>cr.B, cl.B, rdp+K, dp+K/hcb+D</code>
: EX King's main light confirm. The dp+K ender does more damage, but requires a microwalk to connect, while the hcb+D ender is easier to land and offers better corner carry/oki.


* This is an invul super with only 2 frames of startup. It's a tremendous reversal and anti air that can make Ex King very hard to approach. It needs to be done when the opponent is close to the ground for the invul to beat out the opponents move, if you do it when they're too high up it might trade or get beaten out.
: <code>cr.B, cl.B, rdp+K, cr.C, qcf+B</code>
: Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure.


* Since it is only 2f startup it can also work as a close range punisher.
: <code>cr.B, cl.B, rdp+K, hcb+B(1), dp+K</code>
: Corner-only variant that does a lot of damage meterless but requires tight timing. The hcb+B must be delayed slightly, and only hit once.


* Max version travels at the same trajectory as the C version but King does more kicks so it deals more damage.
: <code>cr.Bx3, dp+K</code>
: Her longest light confirm. Has to be done point-blank, and the timing for the lights is tricky.


== Combos ==
''Mid/Jump-In''
 
: <code>(j.X), cl.D, rdp+K, dp+K/hcb+D</code>
: Main jump-in and heavy button confirm. The dp+K ender does more damage, but requires a microwalk to connect, while the hcb+D ender is easier to land and offers better corner carry/oki.
 
: <code>(j.X), cl.D, rdp+K, cr.C, qcf+B</code>
: Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure.
 
: <code>(j.X), cl.D, rdp+K, hcb+B(1), dp+K</code>
: Corner-only variant that does a lot of damage meterless but requires tight timing. The hcb+B must be delayed slightly, and only hit once.
 
: <code>(j.X), cl.D(1), df+D, rdp+K, dp+K/hcb+D</code>
: Harder but more damaging version of the rdp+K combo. df+D must be late-canceled into to be cancelable. The dp+K ender does more damage, but requires a microwalk to connect, while the hcb+D ender is easier to land and offers better corner carry/oki.
 
: <code>(j.X), cl.D(1), df+D, rdp+K, cr.C, qcf+B</code>
: Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure. df+D must be late-canceled into to be cancelable.
 
: <code>(j.X), cl.D(1), df+D, rdp+K, hcb+B(1), dp+K</code>
: Corner-only variant that does a lot of damage meterless but requires tight timing. The df+D must be late-canceled into to be cancelable. The hcb+B must be delayed slightly, and only hit once.
 
===With Meter===
 
''Low''


* cr.B st.B rdp+K dp+K/hcb+D/cr.C qcf+B/hcb+B dp+K/qcfx2+D
: <code>cr.B, cl.B, rdp+K, qcfx2+D</code>
= Ex Kings main light confirm. You can go into different followups after the rdp+K. The hcb+B dp+K ender only works in the corner, and only the first hit of hcb+b will connect.
: Basic metered low confirm. qcfx2+D might not connect properly near the corner.


* cr.Bx3 dp+K
''Mid/Jump-In''
= her longest light confirm. has to be done point blank and the timing for the lights is tricky.


*(j.X) cl.D rdp+K dp+K/hcb+D/cr.C qcf+B/hcb+B dp+K/qcfx2+D
: <code>(j.X), cl.D, rdp+K, qcfx2+D</code>
= Main jumpin and heavy button confirm. You can go into different followups after the rdp+K. The hcb+B dp+K ender only works in the corner, and only the first hit of hcb+b will connect.
: Main metered jump-in and punish combo. qcfx2+D might not connect properly near the corner.


* (j.X) cl.D df+D qcf+D/hcb+D/qcfx2+D
: <code>(j.X), cl.D(1), df+D, rdp+K, qcfx2+D</code>
= in order to cancel the df+D you need to cancel it late after the cl.D. A good indicator is after the both the hitsparks of the cl.D have come out. qcf+D is the safest but least damaging option.
: Harder but more damaging version of the above. The df+D must be late-canceled into to be cancelable. qcfx2+D might not connect properly near the corner.


* (j.X) cl.D(1) df+D rdp+K dp+K/hcb+D/hcb+B dp+K/qcfx2+D
===With Quick MAX===
= harder but more damaging version of the rdp+K combo. You can go into different followups after the rdp+K. The hcb+B dp+K ender only works in the corner, and only the first hit of hcb+b will connect.


''Low''


'''Quick Max Combos'''
: <code>cr.B, ABC, cl.D, rdp+K, qcfx2+D</code>
: Low starter into a Quick MAX combo.


* cr.B ABC cl.D rdp+K qcfx2+D
''Mid/Jump-In''
= low starter into a quick max combo.


* (j.X) cl.D(1) df+D rdp+K ABC dp+D
: <code>(j.X), cl.D(1), df+D, rdp+K, ABC, dp+D</code>
= an option to go into Kings MAX super when in red health.
: An option to go into EX King's MAX DM when in red health.


(j.X) cl.D / cr.B st.B rdp+K dp+D ABC dp+D
: <code>(j.X), cl.D(1), df+D, rdp+K, hcb+B(1), dp+D, ABC, dp+D</code>
= Corner only combo.
: Corner-only combo that does a ton of damage. df+D must be late-canceled into to be cancelable. hcb+B must be delayed slightly, and only hit once.


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

Revision as of 08:27, 3 February 2022


Introduction

EX King is a zoning and neutral monster, thanks to her great set of normals that cover all the different areas she needs to control and her good projectiles that set up her zoning game. Without meter, EX King isn't as threatening, but when she has a bar she gets access to two really powerful DMs that boost her damage, let her zone even more effectively, and fill some holes in her gameplan. Her neutral is her strongest point, but she can also push the offensive when necessary; her main threat there is her proximity unblockable that launches for combo followups. Her weaknesses include a lack of defensive options without meter, and that her offensive threats are otherwise limited.

Changes from Previous Versions

98UM to 98UMFE

Normals:

  • qcf+D now has less recovery

Supers:

  • qcfx2+P now causes a hard knockdown

Normal Moves

Close

  • cl.A: Good anti-hop option at close range. Whiffs on tiny crouchers. Chainable and cancelable.
  • cl.B: This is a fast standing low. Cancelable.
  • cl.C: Hits above EX King, so it can be used as a close-range anti-air. For combos, cl.D is the better choice. Whiffs on tiny crouchers.
  • cl.D: Two-hitting heavy button. This is your main combo option from jump-ins, and 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 invincibility when she's off the ground. Good for stopping hops, and but is prone to trading as an anti-air against jumps.
  • st.C: Very fast and active poke (comes out in just 4f, and stays out for 9) that can catch hops and function as an anti-air from further away. It also works well against grounded opponents in footsies, though it won't hit crouchers other than the large ones and is susceptible to getting hit by lows. Just a fantastic button generally.
  • 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 EX King's best anti-airs, as it has nice priority and hits a nice angle above her. On hit, you can cancel it into qcf+B to force your opponent to block it meaty 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 but leads to nothing. It does have a lot of active frames though. EX King has no shortage of strong low options, so this being bad isn't really a problem.

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, as the advantage on hit is a bit tight.

CD Normals

  • st.CD: Great poking tool, as it has low invincibility and can be canceled into qcf+K to make it safe/take up more space. Makes for a good meaty, as it's slightly plus on block. Cancelable on hit, block, and whiff.
  • j.CD: This is great as a air-to-air as well as jump-in, as it goes from top to bottom in an arc. One of EX King's best air-to-air buttons, and great to use as a jump-in for pressure.

Throws

Hook Rush: b/f+C (close)

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

Hook Master: b/f+D (close)

  • Regular throw, techable. EX 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, low-profile, cancelable slide. The complete package.
  • This move allows EX King to go under aerial fireballs, and additionally helps her poking game.
  • Fairly unique in that it is only cancelable during the raw version and not the canceled-into one. You can get around this in combos by late-canceling into it, which retains the cancelability of the raw version while still combo-ing.
  • You can cancel it into a special move, like qcf+K for pressure or rdp+K/hcb+K for a combo. Safe if spaced out, but punishable if done too close and not canceled.

Special Moves

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 looking like a DP, as it will lose or at best trade against jump-in attacks, and it does zero damage in a trade.
  • Also despite looking like a DP, it has no invincibility whatsoever and cannot function as a reversal. However, it is very fast, and will combo from just about anything if close enough.
  • Causes a soft knockdown.
  • Not good for reversals or anti-airing, good for ending combos and taking up a bunch of space onscreen.

Venom Strike: qcf+B/D

  • EX King launches an airborne projectile that travels fullscreen. B version travels slower and D version travels faster.
  • B version being slower means that it's better for setting up anti-airs and roll punishes.
  • D version travels very fast, so it can be good to catch people off-guard with.
  • Both versions are very safe on block, even at point-blank range.
  • Can be hopped over.
  • Very solid projectile overall, and important to EX King's zoning game.

Tornado Kick: hcb+B/D

  • EX King leaps forwards into the air and does two kicks as she travels. B version travels halfscreen and D version travels 3/4 of the screen.
  • Good move to throw out to catch approaches with, or to harass the opponent from long range.
  • B version is fairly safe on block, D version is punishable if not carefully spaced.
  • Good combo move when you're not in range for the rdp+K, like after a spaced df+D.

Moushuu Kyaku: rdp+B/D

  • EX King delivers a series of close-range kicks and then launches the opponent. There's no difference between the button strengths.
  • This is a fast proximity unblockable with partial startup invincibility.
  • This is a key move for EX King, as it can be combo-ed from both lights and heavies and it launches, allowing for a variety of combo enders.
  • This also helps her mixup game a lot, since she doesn't have many other tools to threaten with when up close.

Desperation Moves

Double Strike: qcfx2+B/D

  • King throws out two big projectiles. The B version travels slower and the D version travels faster.
  • Like most projectile DMs in the game, this is really good, as the projectiles EX King launches will beat out most other projectiles in the game, blowing away any zoning attempts. When EX King has a full stock, she can easily win any projectile zoning wars with the D version.
  • This DM is also good for combos, since you can land it off of df+D and rdp+K.
  • Both versions are punishable on block when done up close.
  • The MAX version's projectiles become bigger (about the size of a Haoh Shoh Koh Ken) and more damaging, and they travel the same speed as the D version's.

Surprise Rose: qcfx2+A/C

  • EX King launches the opponent up into the air, then divekicks them back down to the ground, where she performs a series of fast kicks. A version travels a shorter distance and at a shallower angle compared the C version.
  • This is an invincible DM with only 2 frames of startup. It's a tremendous reversal and anti-air that can make EX King very hard to approach. It needs to be done when the opponent is close to the ground for the invincibility to beat out the opponent's move, if you do it when they're too high up it might trade or get beaten out.
  • Since it starts up so fast, it can also work as a close-range punish.
  • MAX version travels at the same trajectory as the C version, but EX King does more kicks, so it deals more damage.

Combos

General Notes:

  • In any metered combo, qcfx2+K can be replaced with qcfx2+BD for more damage if you have the resources.

Meterless

Low

cr.B, cl.B, rdp+K, dp+K/hcb+D
EX King's main light confirm. The dp+K ender does more damage, but requires a microwalk to connect, while the hcb+D ender is easier to land and offers better corner carry/oki.
cr.B, cl.B, rdp+K, cr.C, qcf+B
Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure.
cr.B, cl.B, rdp+K, hcb+B(1), dp+K
Corner-only variant that does a lot of damage meterless but requires tight timing. The hcb+B must be delayed slightly, and only hit once.
cr.Bx3, dp+K
Her longest light confirm. Has to be done point-blank, and the timing for the lights is tricky.

Mid/Jump-In

(j.X), cl.D, rdp+K, dp+K/hcb+D
Main jump-in and heavy button confirm. The dp+K ender does more damage, but requires a microwalk to connect, while the hcb+D ender is easier to land and offers better corner carry/oki.
(j.X), cl.D, rdp+K, cr.C, qcf+B
Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure.
(j.X), cl.D, rdp+K, hcb+B(1), dp+K
Corner-only variant that does a lot of damage meterless but requires tight timing. The hcb+B must be delayed slightly, and only hit once.
(j.X), cl.D(1), df+D, rdp+K, dp+K/hcb+D
Harder but more damaging version of the rdp+K combo. df+D must be late-canceled into to be cancelable. The dp+K ender does more damage, but requires a microwalk to connect, while the hcb+D ender is easier to land and offers better corner carry/oki.
(j.X), cl.D(1), df+D, rdp+K, cr.C, qcf+B
Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure. df+D must be late-canceled into to be cancelable.
(j.X), cl.D(1), df+D, rdp+K, hcb+B(1), dp+K
Corner-only variant that does a lot of damage meterless but requires tight timing. The df+D must be late-canceled into to be cancelable. The hcb+B must be delayed slightly, and only hit once.

With Meter

Low

cr.B, cl.B, rdp+K, qcfx2+D
Basic metered low confirm. qcfx2+D might not connect properly near the corner.

Mid/Jump-In

(j.X), cl.D, rdp+K, qcfx2+D
Main metered jump-in and punish combo. qcfx2+D might not connect properly near the corner.
(j.X), cl.D(1), df+D, rdp+K, qcfx2+D
Harder but more damaging version of the above. The df+D must be late-canceled into to be cancelable. qcfx2+D might not connect properly near the corner.

With Quick MAX

Low

cr.B, ABC, cl.D, rdp+K, qcfx2+D
Low starter into a Quick MAX combo.

Mid/Jump-In

(j.X), cl.D(1), df+D, rdp+K, ABC, dp+D
An option to go into EX King's MAX DM when in red health.
(j.X), cl.D(1), df+D, rdp+K, hcb+B(1), dp+D, ABC, dp+D
Corner-only combo that does a ton of damage. df+D must be late-canceled into to be cancelable. hcb+B must be delayed slightly, and only hit once.

Strategy & Tips

Videos

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

QQ拳皇98UMFE - 2015兩岸大師賽 - 中國老黑 V.S 台灣包子 (vs. Iori, Orochi Chris) http://youtu.be/pTSAM49WX14?t=1m32s

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