Difference between revisions of "The King of Fighters '98 UMFE/King"

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(finished writing descriptions for Kings normals, command normal and throws)
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'''Crouching'''
'''Crouching'''


* cr.A :  
* cr.A : A crouching jab. Chainable. Cancelable.


* cr.B :
* cr.B : A crouching kick. This is your main low combo option alongside cl.B Chainable. Cancelable.


* cr.C :
* cr.C : a uppercut punch. One of kings best anti airs as it has nice priority and hits the space above King. On hit you can cancel it into her B fireball to force your opponent to block it as they're coming down. Hit and whiff cancelable.


* cr.D :
* cr.D : a short ranged sweep. This is a pretty bad sweep as it has about the same length of her cr.B. It does have a lot of active frames though. Not cancelable.


'''Jumping'''
'''Jumping'''


* j.A :
* j.A : a donwward angled punch. a fairly standard j.A that gets outclassed by her other jumping buttons.


* j.B :
* j.B : a upwards angled kick. 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 :
* j.C : a downward angled punch. A strong jump in normal.


* j.D :
* j.D : A downwards angled kick. 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.
 
'''CD Attacks'''
 
* st.CD : King does a spinning kick that carries her off the ground a little. Great close range tool as it has low invulnerability and is cancelable so you can cancel it into fireballs on block. Makes for a good meaty. Slightly plus on block. Hit and Whiff cancelable.
 
* j.CD : King does a wheeling kick in the air. This is great as a air to air as well as air to ground as it goes from top to bottom in an arc. One of kings best air to air buttons and great to use as a jump in for pressure.


== Throws ==
== Throws ==


Hold Rush: b/f + C
Hold Rush: b/f + C
Regular throw, Techable. King delivers a knee strike and an uppercut that sends the opponent almost full screen away.


Hook Buster: b/f + D
Hook Buster: b/f + D


Regular throw, Techable. King grabs the opponent with her legs and flips them behind her leaving full screen away.


== Command Moves ==
== Command Moves ==
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Sliding Kick: df + B
Sliding Kick: df + B


a low slide. Cancelable when done raw, but not when comboed into. This move allows King to low profile attacks, good to use as a ranged poke and to go under aerial fireballs. When done raw you can cancel it into a special move like fireball for pressure or tornado kick for a combo. Safe if spaced out, but punishable if done too close and not cancelled.


== Special Moves ==
== Special Moves ==

Revision as of 20:00, 23 October 2020

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Introduction

Normal Moves

Standing

  • st.A : standard standing jab with good range and priority. Great for stopping hops. Chainable. Not cancelable.
  • st.B : upwards angled kick. Has low invulnerability when she's off the ground. Good for stopping hops and but is prone to trading as an anti air against jumps. Not Chainable. Not cancelable,
  • st.C : King delivers a quick straight punch. Very fast and active poke at 4f that can catch hops and function as a anti air from further away. It also works well against grounded opponent in footsies, though it won't hit crouchers other than the large ones and is susceptible to getting hit by lows. Not cancelable.
  • st.D : King delivers a high roundhouse kick. 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. Not cancelable.

Close

  • cl.A : Close range elbow strike. Whiffs on tiny crouchers. Chainable. Cancelable.
  • cl.B : a low kick. This is a fast standing low. Not Chainable. Cancelable.
  • cl.C : an upwards angled elbow strike. Hits above king so can be used as a close range anti air. For combos cl.D is the better choice. Whiffs on tiny crouchers.
  • cl.D : A two hit kicking move. The first kick hits straight and the second one upwards. This is your main combo option from jumpins, the two hits makes it easy to hitconfirm. Both hits are cancelable.

Crouching

  • cr.A : A crouching jab. Chainable. Cancelable.
  • cr.B : A crouching kick. This is your main low combo option alongside cl.B Chainable. Cancelable.
  • cr.C : a uppercut punch. One of kings best anti airs as it has nice priority and hits the space above King. On hit you can cancel it into her B fireball to force your opponent to block it as they're coming down. Hit and whiff cancelable.
  • cr.D : a short ranged sweep. This is a pretty bad sweep as it has about the same length of her cr.B. It does have a lot of active frames though. Not cancelable.

Jumping

  • j.A : a donwward angled punch. a fairly standard j.A that gets outclassed by her other jumping buttons.
  • j.B : a upwards angled kick. 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 downward angled punch. A strong jump in normal.
  • j.D : A downwards angled kick. 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.

CD Attacks

  • st.CD : King does a spinning kick that carries her off the ground a little. Great close range tool as it has low invulnerability and is cancelable so you can cancel it into fireballs on block. Makes for a good meaty. Slightly plus on block. Hit and Whiff cancelable.
  • j.CD : King does a wheeling kick in the air. This is great as a air to air as well as air to ground as it goes from top to bottom in an arc. One of kings best air to air buttons and great to use as a jump in for pressure.

Throws

Hold Rush: b/f + C

Regular throw, Techable. King delivers a knee strike and an uppercut that sends the opponent almost full screen away.

Hook Buster: b/f + D

Regular throw, Techable. King grabs the opponent with her legs and flips them behind her leaving full screen away.

Command Moves

Sliding Kick: df + B

a low slide. Cancelable when done raw, but not when comboed into. This move allows King to low profile attacks, good to use as a ranged poke and to go under aerial fireballs. When done raw you can cancel it into a special move like fireball for pressure or tornado kick for a combo. Safe if spaced out, but punishable if done too close and not cancelled.

Special Moves

Venom Strike: qcf + B/D

Double Venom Strike: qcf, qcf + B/D

Trap Shoot: dp + B/D

Tornado Kick: hcb + B/D

Surprise Rose: dp + A/C

Mirage Kick: hcb + A/C


Desperation Moves

Illusion Kick: qcf, hcb + B/D

Silent Slash: qcb, qcb + B/D

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro