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The King of Fighters XV/King/Strategy: Difference between revisions
m Add note about the kick super safejump in the corner whiffing on Heidern and Antonov |
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==General Gameplan== | ==General Gameplan== | ||
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==Neutral== | ==Neutral== |
Revision as of 18:26, 24 May 2022
General Gameplan
Neutral
Pressure
Mixups
Defense
Okizeme
Without meter or with only a little King must choose between higher damage in 623C or taking better oki for lower damage with 214C. However, with 1 bar and being near to the corner King can turn any hitconfirm into solid damage and an incredibly easy 4F safejump with 214214K.
Safejumps
Definition and example of a safejump.
C Throw:
Whiff 2A > jump > j.D (4f Reversals)
Back to Corner D Throw: Whiff c.A > hop > j.D (4f Reversals)
214B: hop / hyper hop > j.D (6f Reversals)
214D: hop / hyper hop > j.D (5f Reversals)
Corner 214214B/D: jump > j.D (4f Reversals) (whiffs on Heidern and Antonov)
Need to test: 214214B+D, Climax, 236B+D-