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The King of Fighters '98 UMFE/EX King: Difference between revisions
VolcanoShed (talk | contribs) Updated EX King's combo section |
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: <code>cr.Bx3, dp+K</code> | : <code>cr.Bx3, dp+K</code> | ||
: Her longest light confirm. Has to be done point-blank, and the timing for the lights is tricky. | : Her longest light confirm. Has to be done point-blank, and the timing for the lights is tricky. | ||
: <code>df+D > hcb+D</code> | |||
: Basic confirm from slide. Useful as an anti-air to catch the opponent's landing or low profile their jump-in. Also useful as a poke against grounded opponents, but hcb+D is not very safe if blocked so make sure to confirm that the opponent is standing or in the middle of an attack when the slide is about to hit, or quick max the second hit of hcb+D to be safe either way. | |||
''Mid/Jump-In'' | ''Mid/Jump-In'' | ||
: <code>(j.X), cl.D, rdp+K, dp+K/hcb+D</code> | : <code>(j.X), cl.D, hcb+D</code> | ||
: Basic jump-in combo. Easy to do but not as much damage as the rdp+K routes. | |||
: <code>(j.X), cr.B/cl.D(1), 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. | : 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> | : <code>(j.X), cr.B/cl.D(1), 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. | : 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> | : <code>(j.X), cr.B/cl.D(1), 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. | : 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. | ||
Revision as of 17:24, 10 August 2023
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.
King | EX King | |
---|---|---|
Gameplan differences |
King is a zoner sporting a solid pressure game with a stable gameplan that doesn't necessitate meter thanks to her very solid special moves. |
EX King is a zoner that has good mix-up up close, whose kit is amplified greatly if she has meter thanks to having one of the best supers in the game |
Combo differences |
King has better meterless combos at longer ranges and good supers to combo, which can be improved upon further if the player is good at switching routes depending if the opponent is standing or not |
EX King has access to a launcher at closer ranges, and amazing corner damage if the player's execution is up to par, and just like with Regular King, her supers are very combo friendly, which all end in very good oki |
Neutral |
King plays like a traditional zoner, with great normals, multiple projectiles, and a meterless reversal/anti air |
EX King has tools for offense and defense, with access to one of the best reversals in the game, Surprise Rose, locked behind meter |
Preferred System Mechanics |
King is an already solid character on her own, with good meter build and opportunities to charge up, who also doesn't mind what other system mechanics you use her, making her a very flexible point character. |
EX King doesn't mind what mechanics you choose to use on her, but becomes one of the best zoners in the game if she has access to meter, making her a scary mid or anchor in every team. |
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 (close)
- 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.
df+D > hcb+D
- Basic confirm from slide. Useful as an anti-air to catch the opponent's landing or low profile their jump-in. Also useful as a poke against grounded opponents, but hcb+D is not very safe if blocked so make sure to confirm that the opponent is standing or in the middle of an attack when the slide is about to hit, or quick max the second hit of hcb+D to be safe either way.
Mid/Jump-In
(j.X), cl.D, hcb+D
- Basic jump-in combo. Easy to do but not as much damage as the rdp+K routes.
(j.X), cr.B/cl.D(1), 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), cr.B/cl.D(1), 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), cr.B/cl.D(1), 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
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