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The King of Fighters XIV/King
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 crouching opponents. 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 invincbility 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
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
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
- (place combo here) = (place damage amount here)
(place combo description here)
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)