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| {{CharNavbox_XV}}
| | ===Trap Shot=== |
| [[File:KOFXV King Profile.png|thumb|King's fighting style is her own form of Muay Thai. She's the owner of the bar Illusion, and her tall stature allows for her legs to really pack a punch.<br/>She joins team Art of Fighting thanks to Ryo's invitation.]]
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| {{TOClimit|3}}
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| ==Movelist== | |
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| (*) = EX OK
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| (!) = MAX OK
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| (Midair Only) = Can only be done in the air.
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| (Air OK) = Can be done on both the ground and in the air.
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| '''Throws'''
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| Hold Rush - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
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| Hook Buster - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
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| '''Command Normals'''
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| Sliding - [[image:df.gif]] + [[image:d.gif]]
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| Trap Kick - [[image:fd.gif]] + [[image:b.gif]]
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| '''Special Moves'''
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| Venom Strike - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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| Air Venom Strike - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (Midair Only)
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| Tornado Kick - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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| Trap Shot - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | |
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| '''Super Special Moves'''
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| Surprise Rose - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
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| Silent Flash - [[image:qcb.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)
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| '''Climax Super Special Moves'''
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| Illusion Dance - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]] (Air OK)
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| ==Quick Combo Reference==
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| {| border="1" align="center" style="font-size:90%"
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| ===Quick Combo Reference===
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| '''Notation'''
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| |-
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| | '''0 Meter'''
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| Anywhere<br/>
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| j.D/2B > cl.D/2A > 3D > 623D = 279/186 dmg<br/>
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| |-
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| | '''1 Meter'''
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| Anywhere<br/>
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| Corner<br/r>
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| j.D/2B > cl.D/2A > 3D > 623D > [SC] 214214D = (?)/300 dmg<br/>
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| 2B > 2A > 3D > 236BD > 214BD > 236B > 2C = 344 dmg<br/>
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| |-
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| | '''2 Meters'''
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| Anywhere<br/>
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| Corner<br/>
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| j.D/2B > cl.D/2A > 3D > 623D > [SC] 214214BD = (?)/391 dmg<br/>
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| 2B > 2A > 3D> 236BD > 214BD > 623D > [SC] 214214+D = 424 dmg<br/r>
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| |-
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| |}
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| ==Gameplay Overview==
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| {{StrengthsAndWeaknesses
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| | intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.
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| | pros=
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| * Strong suite of anti-airs and air to airs for all ranges and jump arcs.
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| * Versatile and powerful fireball game with fast and slow fireballs that reach fullscreen, a two hitting EX fireball, and air fireballs.
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| * Strong, long range normals.
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| | cons=
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| * No meterless reversals.
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| * Con #2
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| }}
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| ==Normals==
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| ===Far Standing Normals===
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| ====Far A====
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| {{FrameDataCargo-KOFXV | | {{FrameDataCargo-KOFXV |
| |moveId=king_fa | | |moveId=king_623b,king_623d,king_623bd |
| |description=
| | |name=Trap Shot |
| * Whiffs on short characters crouching.
| | |input=623B/D |
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| Straight jab. Moderately useful for checking hops due to it's high hitbox, fast startup, and as cl.A also anti-airs hops.
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| }}
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| ====Far B====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_fb
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| |description=
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| * Same range and advantage as 2B but with slightly slower startup.
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| * Has a guard point.
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| Low angled kick. Not a low despite it's appearance.
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| Interestingly, this has a guard point near the start of the active frames that, if timed correctly, lets King beat other characters' normals at range and nullify projectiles that travel at its height, including metered ones such as Ryo's [[The_King_of_Fighters_XV/Ryo_Sakazaki#Haoh_Shoukou_Ken|Haoh Shoukou Ken]]. This won't nullify ground-travelling projectiles such as Terry's [[The_King_of_Fighters_XV/Terry_Bogard#Power_Wave|Power Wave]], or ones that travel above its height, such as Omega Rugal's [[The_King_of_Fighters_XV/Omega_Rugal#Violent_Ray|Violent Ray]].
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| }}
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| ====Far C====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_fc
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| |description=
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| * Whiffs on short and medium characters crouching.
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| * Fairly fast for its range
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| Straight right. It's combination of speed and range allow this move to be used as a fairly damaging punisher for moves that recover standing when Max Mode or Climax are available.
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| }}
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| ====Far D====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_fd
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| |description=
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| * At longer ranges it whiffs on short and medium characters crouching
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| Right Roundhouse. King's go to anti-air. Works well against all forms of jumps, but can be a little slow for point blank hops. Can cancel into 236236A/C/AC or 2141236C+D for more damage.
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| }}
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| ===Close Standing Normals===
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| ====Close A====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_cla
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| |description=
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| * Mash A on hit or block to go into Rush Combo.
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| * Links into 2C
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| Right elbow. Decent panic anti-air but is overshadowed by her stronger AA options.
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| }}
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| ====Close B====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_clb
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| |description=
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| * Standing low.
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| * King's fastest normal at 4f.
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| Right low kick. King's fastest normal and actually a low, unlike f.B. Good on defense but lackluster on offense due to a lack of chaining options.
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| }}
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| ====Close C====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_clc
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| |description=
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| Standing right uppercut. Strong, close range anti-air and reliable as f.C can anti-air as well.
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| }}
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| ====Close D====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_cld
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| |description=
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| * Two mid hits
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| * Tied with 2C for fastest heavy normal.
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| Left low into high kick. Go to normal after a jump in due to its speed and hit-confirmability. Either hit can be cancelled to 3D for an easy hit confirm.
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| }}
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| ===Crouch Normals===
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| ====Crouch A====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_2a
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| |description=
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| * Chains into itself and other light normals.
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| A crouching left straight. Fast, plus on block and special-cancellable - all attributes of a good pressure tool.
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| }}
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| ====Crouch B====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_2b
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| |description=
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| * Chains into itself and other light normals.
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| A standard crouching kick. Being 0 on block means that it can complement 2A pressure in blockstrings. It can also combo into Tornado Kick, which makes it a decent punish tool.
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| }}
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| ====Crouch C====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_2c
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| |description=
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| * Placeholder
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| }}
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| ====Crouch D====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_2d
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| |description=
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| * Placeholder
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| }}
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| ===Jump Normals===
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| ====Jump A====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_ha,king_ja
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| |name=jump A
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| |input=j.A
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| |description2=* Placeholder
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| }}
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| ====Jump B====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_hb,king_jb
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| |name=jump B
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| |input=j.B
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| |description2=* Placeholder
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| }}
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| ====Jump C====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_hc,king_jc
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| |name=jump C
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| |input=j.C
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| |description2=
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| * Can cross up.
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| A downwards punch at a wider angle than j.A.
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| }}
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| ====Jump D====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_hd,king_jd
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| |name=jump D
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| |input=j.D
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| |description2= Amazing active frames and hitbox males this a prime jump in.
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| }}
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| ===rush moves===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_rush1,king_rush2
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| |name=rush
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| |input=cl.AA,cl.AAA
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| |description2=* Placeholder
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| }}
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| ==Blowback==
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| ====Blowback====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_cd
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| |description=
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| * Placeholder
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| }}
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| ====ShatterStrike====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_236cd
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| |description=
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| *Placeholder
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| }}
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| ====jump CD====
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| {{FrameDataCargo-KOFXV
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| |moveId=king_hcd,king_jcd
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| |name=jump CD
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| |input=j.CD
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| |description2=* Placeholder
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| }}
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| ==Throws==
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| ===Hold Rush===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_cthrow
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| |name=Hold Rush
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| |input=(close) 4/6C
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| |description=* Placeholder
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| }}
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| ===Hook Buster===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_dthrow
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| |name=Hook Buster
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| |input=(close) 4/6D
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| |description=* Placeholder
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| }}
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| ==Command Moves==
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| ===Sliding===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_3d
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| |name=Sliding
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| |input=3D
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| |description=* Placeholder
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| }}
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| ===Trap Kick===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_6b
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| |name=Trap Kick | |
| |input=6B
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| |description=* plus if spaced.
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| }}
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| ==Special Moves==
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| ===Venom Strike===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_236b,king_236d,king_236bd
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| |name=Venom Strike
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| |input=236B/D/BD | |
| |description3= | | |description3= |
| * Projectile | | * King's most damaging special. |
| * Non-metered versions shoot a single projectile of varying speed depending on the button used | | * The initial backflip doesn't do any damage. |
| * EX version sends out two projectiles | | * The initial backflip is NOT super-cancellable; only the subsequent kicks are. |
| | * Second part of the move doesn't trigger on block. |
| | * After the backflip, the non-metered versions hit four times; the EX version hits seven times. |
| | * EX version has invincibility until the end of the active frames (?) |
|
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| King shoots a blue fireball. The core of King's zoning game, in conjunction with its aerial version and her long range normals.
| | A backflip that leads to a barrage of kicks on hit. King's best option for meterless punishes thanks to its damage and the distance it creates afterwards. It's also super-cancellable, giving King an opportunity to pack even more damage. |
| ----
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| '''B version''' recovers fast, but travels slowly. So slow in fact, you should avoid it in certain blockstrings - when canceled from 3D it only forms a true blockstring at close ranges, leaving King susceptible to punishes via invincible reversal moves. Save it for long-distance zoning - the fast recovery lets King reposition herself on the screen to keep the opponent within reach of her normals, and lets her continue her zoning should they second guess their movement to avoid the projectiles.
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| ----
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| '''D version''' travels fast but has worse recovery. Since it travels fast, it forms true blockstrings from all ranges, and the pushback on block makes this virtually safe during pressure situations. However, the recovery is long and King is left vulnerable to punishes if the opponent manages to avoid it at closer ranges.
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| ----
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| '''EX version''' shoots two fireballs - they travel faster than the B version, but not as fast as the D version. Safe on block, this move leaves the opponent on a juggle state on hit - which leads to new combo opportunities in the corner. Be aware that the startup is almost as slow as the B version, making it share its weakness regarding invincible reversal punishes. | |
| }}
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| ===Air Venom Strike===
| | It's not without its quirks, however: it stops any forward movement on startup, which can make the Trap Shot itself whiff when cancelled from 3D after a jump in - you have to delay your cancel a bit for it to connect. The hitbox is also smaller than the animation suggests. |
| {{FrameDataCargo-KOFXV
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| |moveId=king_j236b,king_j236d,king_j236bd
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| |name=Air Venom Strike
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| |input=j.236B/D/BD
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| |description3=
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| * Projectile
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| * Can be TK'd with the 2369 motion to get it at the earliest moment possible following a jump
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| * Can combo from 6B if that normal was used as a linker (e.g. 5D > 6B xx 236B/D)
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| * Non-metered versions can be avoided by simply crouching, even when TK'd
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| King releases a blue fireball while airborne. This has a "recoil", sending King back to different positions on the screen after throwing it, depending on the version. The hitbox on the normal versions seems to be placed very high on the projectile, which makes them whiff on crouchers and even on standing opponents in certain situations.
| | On block, all versions leave King at a big disadvantage - we're talking double digit minus here. |
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| This move complements her ground zoning game very well - you can use it to make the opponent second guess approaches from hops or set the distance comfortably from a blockstring.
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| ----
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| '''B version''' is the slowest of the projectiles. The "recoil" makes King drop in place. This, combined with the fact that it whiffs on crouchers, leaves King point-blank against a crouch blocking opponent at the end of a blockstring, ready to eat a big punish. Try to use this move only during long-distance zoning.
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| ----
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| '''D version''' travels faster than the B version. King will fly back in an slowish arcing motion after shooting it. During blockstrings, this resets the spacing rather nicely for King to start throwing more fireballs.
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| ----
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| '''EX version''' is the fastest of the bunch. Its "recoil" makes King fall back fast to the ground in a diagonal motion.
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| On hit, it causes a juggle state. Unlike the grounded EX Venom Strike, it's a single fireball and you can actually combo after it midscreen with a heavy Tornado Kick (214D), in addition to the corner combo possibilities. It does less damage than the grounded version, though.
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| }}
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| ===Tornado Kick===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_214b,king_214d,king_214bd
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| |name=Tornado Kick
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| |input=214B/D/BD
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| |description3=
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| * King's "tatsu"
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| * Non-metered versions hit twice; EX version hits three times.
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| * Has lower body invincibility (?)
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| King spins in the air, moving forward and hitting the opponent on her way. Tornado Kick is mostly a combo tool. It has niche uses on neutral, but the drawbacks are significant and King usually has better options than what this move offers.
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| All versions combo consistently in most situations, and can be used to low crush sweeps at a distance. However, they lack any other form of invincibility and are unsafe on block. They also cannot be super-cancelled.
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| ---- | | ---- |
| | | '''B and D versions''': Identical moves. They lack any sort of invincibility. Trades all work in the opponent's favor due to the backflip not inflicting any damage. All that limits Trap Shot's usefulness to combos. |
| '''B version''': Covers the least amount of distance between all versions. The safest option on block (-5), and hard to be properly punished on block if spaced. However, the second hit whiffs on small and medium-height crouching opponents (i.e. most of the cast), creating a punish opportunity against King. Useful as combo filler, especially after EX Tornado Kick. | |
| ---- | | ---- |
| | | '''EX version''': EX Trap Shot is a great defensive tool thanks to its invincibility, which makes it very useful as a reversal and anti-air option. |
| '''D version''': Covers a greater distance than the B version and has faster startup, guaranteeing consistency in meterless punishes. It also doesn't have issues with its second hit. But it's even more unsafe on block. | |
| ----
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| '''EX version''': Covers the most distance between all versions. On hit, it puts the opponent in a juggle state, letting King extend combos. If you have the meter, always use this to net a bigger chunk of damage before your more expensive combo enders.
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| }}
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| ===Trap Shot===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_623b,king_623d,king_623bd
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| |name=Trap Shot
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| |input=623B/D
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| |description3=* Placeholder
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| }}
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| ==Super Special Moves==
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| ===Surprise Rose===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_236236p,king_236236ac
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| |name=Surprise Rose
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| |input=236236A/C/AC
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| |description2=* Placeholder
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| }}
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| ===Silent Flash===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_214214k,king_214214bd
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| |name=Silent Flash
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| |input=214214B/D/BD
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| |description2=* Placeholder
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| }} | | }} |
| ==Climax Super Special Moves==
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| ===Illusion Dance===
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| {{FrameDataCargo-KOFXV
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| |moveId=king_2141236cd,king_j2141236cd
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| |input=2141236CD (air okay)
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| |description2=* Placeholder
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| }}
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| ==Misc==
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| ==Videos==
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| {{#ev:youtube|Lqtjq0Pr1-4|||'''King Reveal Trailer'''|frame}}
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|
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| {{CharNavbox_XV}}
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| {{Navbox XV}}
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| [[Category:The King of Fighters XV]]
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| [[Category:King]]
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