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The King of Fighters XIV/King: Difference between revisions
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* cl.D(2), df+D, hcb+[BCD], dp+K, qcfx2+AC (518 dmg) {1000} | * cl.D(2), df+D, hcb+[BCD], dp+K, qcfx2+AC (518 dmg) {1000} | ||
(You activate max mode in the tornado kick motion. Easily works with st.C/st.D starters too.) | (You activate max mode in the tornado kick motion. Less damage when start from cr. B, cr. A, df+D [BC]. Easily works with st.C/st.D starters too.) | ||
* cl.D(2), df+D, [BC] cl.D(2), hcb+BD, dp+K, qcfx2+AC (520 dmg) {1000} | * cl.D(2), df+D, [BC] cl.D(2), hcb+BD, dp+K, qcfx2+AC (520 dmg) {1000} | ||
(Easy peasy battery combo) | (Easy peasy battery combo. A cross-up j. D can be used to start this combo. Less damage when start from cr. B, cr. A, df+D [BC].) | ||
* cl.D(2), df+D, [BC] cl.D(2), df+D, hcb+BD, dp+K, qcfx2+AC (531 dmg) {1250} | * cl.D(2), df+D, [BC] cl.D(2), df+D, hcb+BD, dp+K, qcfx2+AC (531 dmg) {1250} | ||
(Lemon squeezy second/anchor combo) | (Lemon squeezy second/anchor combo) | ||
'''Corner''' | |||
* cl. D(2), df+D, [BC] cl.D (2), hcb+BD, dp+K, qcfx2+P (565 dmg) {1000} | |||
(A j. D can be used to start this combo. You can omit the df+D for less damage but for an easier connection Less damage when start from cr. B, cr. A, df+D [BC]. | |||
==3 meters== | ==3 meters== |
Revision as of 20:28, 12 November 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
King is a well-rounded zoning character with one of the most versatile sets of normals in the game. She has pressure normals, whiff punish normals, and anti-air normals that are all extremely easy to understand and use properly by any style of player. King sets the pace of the match either by lobbing a B Venom Strike projectile at the opponent to force some sort of movement, or moving into medium range to make use of her great anti-low-jump options like her st.C, st.D, and even her st.A. She has great air-to-air as well, including her j.A, j.D, and j.CD normals. She does consistent damage anywhere on screen and is pretty good at building bar safely. Her only significant limitation is the lack of a meterless "DP"-style move with which to fend off air attacks -- despite having a DP motion and an upward kicking animation, her Trap Shot special is meant to stop low attacks, not jump-ins.
King is one of the best platforms for new KOF players to learn the fundamentals of the game, since she has normals that perfectly complement strong footsie fundamentals. She is an excellent pick for beginners and KOF veterans alike. You can make King work anywhere in your team order, though she is highly reccommended for the 1st and 2nd slots to build meter, since she requires so little of it to be effective.
Normals
Standing
- st. A: Quick speed, good horizontal range, good for stopping incoming hops & to use as a close range poke. Hits some crouching opponents. Not cancel-able.
- st. B: A thrust kick aimed at the opponent's shins. Doesn't hit low. Has autoguard during the start. Not cancel-able.
- st. C: A fast, fierce punch that can stop incoming hops similar to st. A, but has more recovery. Whiffs on crouching opponents. Not cancel-able.
- st. D: This inverted roundhouse kick can stop incoming jumping attacks and hops. It can also hit some crouching characters at a close range. Not cancel-able.
Close
- cl. A: This cancel-able elbow hook can chain into King's other light close and standing normals.
- cl. B: Hits low, cancel-able but doesn't chain into other light normals.
- cl. C: A close cancel-able uppercut that is good for starting combos. Also good to use incase an opponent wants to jump directly over you.
- cl. D: A two-hit cancel-able kick that is good to use during combos. Inflicts more damage than close C.
Crouching
- cr. A: This cancel-able crouching punch can be used as a extra hit confirm for her combos, or to use as a close ranged poke. Can chain easily into her other standing and crouching light normals.
- cr. B: King's crouching light kick has great range and speed which makes it ideal to use as a low hit combo starter, or as a poke at very close range. Not special cancel-able but can chain into her other standing & crouching normals. Hits low.
- cr. C: Good to use as a grounded anti-air if timed & spaced correctly, and special cancel-able as well.
- cr. D: An improved sweep from previous games. Good range, good speed and special cancel-able. Hits low.
Jumping
- j. A: King punches down at the opponent. Active for a good amount of time, and useful for air-to-ground situations incase you want to stop the opponents jump towards you in advanced.
- j. B: This slightly upward angled kick is good to use as an air-to-air attack because of its quick speed, long range and its active for a while. You can use it during neutral jumps to anti-air if you want. Don't use it too much because it whiffs on many crouching characters.
- j. C: This jumping punch as a higher angle than j. A. Good to use as an air-to-ground attack or as a ground-to-air attack while jumping away to defend yourself from opponents jumping near you.
- j. D: An ideal jump-in attack. This kick has a sharp angle that can hit crouching opponents and be used as an instant overhead when hopped. Can also crossup too.
Blowback
- st. CD: This decently ranged sobat kick has some lower body invincibility and is special cancel-able as well. Hit a standing opponent with this kick, then cancel it into her light kick Venom Strike for an easy 2hit from a wall splat.
- j. CD: King does a jumping axe kick that is good to use as jump-in or to knock opponents out of the air in advance.
Throws
Hold Rush - (b/f+C) close
- King knees then uppercuts the opponent. The opponent lands near the corner of the screen.
- Can be broken
- Soft knockdown
Hook Buster - (b/f+D) close
- King grabs then throws the opponent behind her. The opponent lands close to the same distance of her Hold Rush throw.
- Can be broken
- Soft knockdown
Command Moves
Sliding - (df+D)
- King slides down very low to hit the opponents hit. Can be used during combos or used as an anti-air against the opponents jump attacks that may whiff on crouching opponents. She can also evade certain mid-hit projectiles, specials and normal attacks with this slide.
- Unsafe on block at point blank, harder to punish at the very tip at max distance
- King travels at a 1/4th screen distance towards the opponent
- Can evade Athena's qcb+P, Andy's qcb+P, Mai's qcf+P, Leona's qcb+K (at a close range), Robert's qcf+P, King's qcf+K
- Hits low
Special Moves
Venom Strike - (qcf + B/D)
- King hurls a mid-air fireball towards the opponent aimed at the opponent's mid-section
- Light kick version travels towards the opponent at a decent speed. King can move when it travels over a half-screen distance.
- Heavy kick version travels after than the light kick version King can move when it travels over a 3/4 screen distance.
- Has lower body invulnerability during the animation
EX: Fires two fireballs with similar speed of the heavy kick Venom Strike. Hits twice upon impact.
Tornado Kick - (hcb + B/D)
- King performs a two-hit, mid-air horizontal slash kick towards the opponent. Can be used as an early anti-air at a long range away from the opponent. Doesn't have any invincibility during the start, but can travel over low attacks & ground skimming projectiles.
- Can combo easily from King's special cancel-able standing & crouching normal attacks & Sliding df+D command normal.
- Unsafe on block or if whiffed, no matter the spacing.
- The light kick version travels under a half screen distance.
- The heavy kick version travels at a half screen distance & inflicts more damage.
- Soft knockdown
EX: Hits 3 times, and creates a juggle bounce on the last hit. The flip before the 2nd and 3rd hit can evade some mid-air projectiles if timed correctly.
Trap Shot - (dp + B/D)
- King hits the opponent with a back flip, then kicks them 4 times. Has a very small amount of lower body invincibility.
- Very unsafe if blocked or whiffed
- Best used as a combo finisher from her special cancel-able standing & crouching normal attacks or after her EX Tornado Kick (hcb+BD). Can combo from her Sliding df+D command normal but must be hit very close.
EX: Hits 8 times, and features a small amount of startup invincibility (not from projectiles though). Good to use as a combo finisher or anti-air or reversal option.
Super Special Moves
Surprise Rose - (qcfx2 + A/C)
- King kick flips the opponent to stomp them multiple times in the air. Has a very short horizontal range during the start.
- Has a very small amount of full body invincibility at the start. May get stuffed if used as an anti-air.
- Best used as a combo finisher
- Unsafe if blocked or whiffed.
- Hard knockdown
EX: Faster start-up, more invincibility, and more damaging.
Silent Flash - (qcbx2 + B/D)
- King hits the opponent with two high back flip kicks.
- Has a very small amount of full body invincibility at the start. Can be used successfully as a reaction anti-air if timed & spaced properly.
- Less damage than Surprise Rose.
- Unsafe if blocked or whiffed.
- Hard knockdown
EX: 7 hits. Has faster start-up, more invincibility, and more damaging than the normal version
Climax Super Special Moves
Illusion Dance - (qcf~hcb + BD) [can be performed in the air too]
- King flips back dramatically then leaps forward to deliver a barrage of punches & kicks. The animation ends with King kicking the opponent in the face in the middle of the air.
- King leaps towards the opponent at 3/4th screen distance.
- Can hit airborne opponents
- Is fully invincible during the start .
- Can combo easily from her cancel-able normal attacks and Sliding command normal (df+D).
- When performed in the air, King's position resets back to the ground during the start.
- Unsafe if blocked or whiffed.
- Hard knockdown
Combos
0 meter
No corner
- cr.B, cl.B, df+D, hcb+D (196 DMG)
- cl.D(2), df+D, hcb+D (220 DMG)
- forward hop j.CD (counter), hcb+D (226 DMG)
Corner only
- cr.B, cl.B, df+D, hcb+B, cr.C (200 DMG)
- cl.D(2), df+D, hcb+B, cr.C (224 DMG)
- forward hop j.CD (counter), qcf+B, dp+B/D (277 DMG)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- cl.D(2), df+D, hcb+[BCD], dp+K, qcfx2+AC (518 dmg) {1000}
(You activate max mode in the tornado kick motion. Less damage when start from cr. B, cr. A, df+D [BC]. Easily works with st.C/st.D starters too.)
- cl.D(2), df+D, [BC] cl.D(2), hcb+BD, dp+K, qcfx2+AC (520 dmg) {1000}
(Easy peasy battery combo. A cross-up j. D can be used to start this combo. Less damage when start from cr. B, cr. A, df+D [BC].)
- cl.D(2), df+D, [BC] cl.D(2), df+D, hcb+BD, dp+K, qcfx2+AC (531 dmg) {1250}
(Lemon squeezy second/anchor combo)
Corner
- cl. D(2), df+D, [BC] cl.D (2), hcb+BD, dp+K, qcfx2+P (565 dmg) {1000}
(A j. D can be used to start this combo. You can omit the df+D for less damage but for an easier connection Less damage when start from cr. B, cr. A, df+D [BC].
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
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