Difference between revisions of "XV Broken/King"

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
[[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.]]
<section begin="image"/>[[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.]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
==Movelist==
==Movelist==
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==Gameplay Overview==
==Gameplay Overview==
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.
| intro = {{SUBPAGENAME}} is a character that shines in controlling space with a strong fireball game.
| pros=
| pros=
* Strong suite of anti-airs and air to airs for all ranges and jump arcs.
 
* Versatile and powerful fireball game with fast and slow fireballs that reach fullscreen, a two hitting EX fireball, and air fireballs.
* '''Queen of Keepaway''': King has a plethora of fullscreen fireballs of varying speeds to work with, including air projectiles and a double fireball, which lets her counter other characters' zoning with ease. Additionally, her combos and blockstrings usually create the distance necessary for more fireball-chucking shenanigans.
* Strong, long range normals.
* '''Strong Anti-Air Suite''': A variety of anti-air buttons is available to her - 2C, f.C, cl.C and f.D cover a great range of jump and hop arcs. She's also capable in air-to-air situations thanks to j.B and j.CD.
* '''Capable Neutral Game''': f.C and f.D both have great range. 3D is a cancellable slide that can be used to catch zoning-frustrated opponents off guard.
* '''Silent Flash Safety''': By ending combos with the Silent Flash super, King can easily set up a safejump.
* '''Comfy Confirms''': King's multi-hitting moves (such as cl.D and Trap Shot) give the player a comfortable window to perform hit confirms and super cancels.
* '''Far B''': Deleting Haoh Shoukou Kens with a light kick is fun.
| cons=
| cons=
* No meterless reversals.
* '''Needs Meter for Reversal''': King's best reversal option is a super, as her EX Trap Shoot only stops jump attacks.
* Con #2
* '''Needs Meter for Damage''': You're not scoring big damage in combos midscreen without EX Tornado Kick, and in the corner you need both EX Tornado Kick and EX Venom Strike in addition to more expensive moves.
* '''Awkward Cross Ups''': The angle in which j.C and j.D have to hit to cross up the opponent seems specific enough that you might forget these buttons can even do it.
}}
}}


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* Has a guard point.
* Has a guard point.


Low angled kick. Not a low despite it's appearance.
Low angled kick that's cancellable. Not a low despite it's appearance.


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]].
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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* Fairly fast for its range
* Fairly fast for its range


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.  
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.
 
This is also useful in neutral since it covers an area where hopping opponents tend to land with jumping normals.
}}
}}
====Far D====
====Far D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|moveId=king_2c
|moveId=king_2c
|description=
|description=
* Placeholder
 
A crouching upper. Fast and reliable anti-air option.
 
 
}}
}}
====Crouch D====
====Crouch D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=king_2d
|moveId=king_2d
|description=
|description=
* Placeholder
* Whiff-cancellable.
* Causes a soft knockdown on hit.
 
A right leg sweep. Okay range. Moves King forward slightly.
}}
}}


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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|description2=* Placeholder
|description2=
 
A downwards punch. Anything this button does, j.B does better.
 
}}
}}
====Jump B====
====Jump B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|description2=* Placeholder
|description2=
 
A fast jump kick slanted in an upwards angle. A good air-to-air tool.
}}
}}
====Jump C====
====Jump C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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* Can cross up.
* Can cross up.


A downwards punch at a wider angle than j.A.
A downwards punch at a wider angle than j.A. A decent jump in, albeit slower than j.D.
}}
}}


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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|description2= Amazing active frames and hitbox males this a prime jump in.
|description2=
 
* Can cross up.
 
An angled jump kick. Amazing active frames and hitbox make this a prime jump in.
}}
}}


===rush moves===
===Rush Moves===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=king_rush1,king_rush2
|moveId=king_rush1,king_rush2
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}}
}}


==Blowback==
===Blowback===
====Blowback====
====Blowback====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=king_cd
|moveId=king_cd
|description=
|description=
* Placeholder
* Can be whiff-cancelled.
 
A hopping spin kick. Fairly fast CD attack, though not on the better end of the range scale (Luong's CD this ain't).
 
This moves King slightly forward during the active frames, before returning her to the starting position upon recovery.
}}
}}


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|moveId=king_236cd
|moveId=king_236cd
|description=
|description=
*Placeholder
* Same animation as 5CD.
 
This has the same unique property as Trap Shot in combos when cancelled from 3D - it stops any forward momentum on startup, which makes it prone to a costly 1-bar whiff if not timed correctly. Additionally, the damage scaling it tacks on combos just makes it pale in comparison to the juggle states King's EX moves provide.
 
Think of it more as a panic defensive tool rather than combo filler.
}}
}}


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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=* Placeholder
|description2=
 
One of King's best air-to-air options. Can be used preemptively to discourage the opponent from jumping thanks to its arcing hitbox.
 
}}
}}


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|name=Hold Rush  
|name=Hold Rush  
|input=(close) 4/6C
|input=(close) 4/6C
|description=* Placeholder
|description=
 
A knee to the gut followed by an uppercut. Leaves the opponent at roughly round start range, allowing for oki or zoning depending on your preference.
}}
}}
===Hook Buster===
===Hook Buster===
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|name=Hook Buster  
|name=Hook Buster  
|input=(close) 4/6D
|input=(close) 4/6D
|description=* Placeholder
|description= * Switches sides.
 
A backflip that sends the opponent away. Same utility as the C throw.
}}
}}


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|name=Sliding  
|name=Sliding  
|input=3D
|input=3D
|description=* Placeholder
|description=
* Values in brackets refer to the canceled version of the move. (i.e. when it's done as a linker after a normal)
* Still a low if canceled into.
 
A sliding kick. Travels a good distance (just a couple of pixels from hitting from round-start range), and can be made safe with proper spacing or by cancelling it into a special.
 
Sees use in combos or in mid-range situations - you can throw it to catch opponents blocking high while they expect a Venom Strike and then follow it up with either EX Tornado Kick or Quick Max activation for damage and corner carry.
 
It can also low profile shallow jump-ins - though King has better options to deal with them.
}}
}}
===Trap Kick===
===Trap Kick===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|name=Trap Kick  
|name=Trap Kick  
|input=6B
|input=6B
|description=* plus if spaced.
|description=
 
* Values in brackets refer to the canceled version of the move. (i.e. when it's done as a linker after a normal)
* Overhead if done raw - loses this property when canceled into.
* Cannot be special-cancelled if done raw.
 
A short hop followed by a heel strike. The gateway to EX Air Venom Strike combos.
}}
}}


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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.  
'''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.  
----
----
'''EX version''' is the fastest of the bunch. Its "recoil" makes King fall back fast to the ground in a diagonal motion.
'''EX version''' is the fastest of the bunch. Its "recoil" makes King return to the ground quickly in a diagonal motion.


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, in addition to the corner combo possibilities. It does less damage than the grounded version, though.
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, in addition to the corner combo possibilities. It does less damage than the grounded version, though.
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* Has lower body invincibility (?)
* Has lower body invincibility (?)


King spins in the air, moving forward and hitting the opponent on her way. Tornado Kick is mostly a combo tool - with a few niche uses on neutral, especially against characters with grounded projectiles.
King spins in the air, moving forward and hitting the opponent on her way. Tornado Kick has uses as a combo tool and on neutral.


All versions combo consistently in most situations, can be used to low crush sweeps at a distance and go over grounded projectiles. However, they lack any other form of invincibility and are unsafe on block. They also cannot be super-cancelled.
All versions combo consistently in most situations, can be used to low crush sweeps at a distance and go over grounded projectiles. However, they lack any other form of invincibility and are relatively unsafe on block.
----
----


'''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.
'''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), which leaves King vulnerable.  
 
Useful as combo filler, especially after EX Tornado Kick. It's also the only version that features some sort of cancel ability, being Climax-cancellable.
----
----


'''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.  
'''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. You'll probably use this more frequently in neutral to whiff punish sweeps.
----
----


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* Second part of the move doesn't trigger on block.
* 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.
* 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 (?)
* EX version has air strike invincibility


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.  
A backflip that leads to a barrage of kicks on hit. Fairly good 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.  


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.
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.
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'''B and D versions''': Identical moves. They lack any sort of invincibility. Opponents don't feel too bad in trades due to the backflip not inflicting any damage. All that limits Trap Shot's usefulness to combos.
'''B and D versions''': Identical moves. They lack any sort of invincibility. Opponents don't feel too bad in trades due to the backflip not inflicting any damage. All that limits Trap Shot's usefulness to combos.
----
----
'''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.
'''EX version''': Useful defensive tool thanks to its air strike invincibility. Your answer to badly timed jump ins.
}}
}}


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King performs a rising backflip before descending in a divekick. If the divekick sucessfully hits the opponent, she'll stomp them multiple times before kicking them away - leaves you at fullscreen distance of the opponent afterwards, in prime positioning to start King's zoning game.
King performs a rising backflip before descending in a divekick. If the divekick sucessfully hits the opponent, she'll stomp them multiple times before kicking them away - leaves you at fullscreen distance of the opponent afterwards, in prime positioning to start King's zoning game.


Fast startup, good damage, but very unsafe on block.  
Fast startup and good damage, but not as versatile as Silent Flash.
----
----
'''A/C versions''': The divekick may whiff if the backflip hits the opponent high in the air. Have some lower body invincibility on startup (?)
'''A/C version''': The divekick may whiff if the backflip hits the opponent high in the air. Have some lower body invincibility on startup (?)
----
----
'''MAX version''': The 2-meter version has some full invincibility during startup and its divekick's hitbox is generous enough to guarantee the stomps after it. The divekick also travels further than the A and C versions.
'''MAX version''': The 2-meter version has some full invincibility during startup and its divekick's hitbox is generous enough to guarantee the stomps after it. The divekick also travels further than the A and C versions.
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* The butterfly kick is only executed if the backflip hits.
* The butterfly kick is only executed if the backflip hits.


This versatile super has a lot going on. It packs much of the same utility as EX Trap Shot, being a viable anti-air option thanks to its invincibility. You can also set up a safejump or Advanced/Climax cancel off of it. Lastly, it deals more damage than Surprise Rose - and you have enough advantage to position yourself for zoning if you so desire.
This super has a lot going on. It packs much of the same utility as EX Trap Shot, being a viable anti-air option thanks to its invincibility. You can also set up a safejump or Advanced/Climax cancel off of it. Lastly, it deals more damage than Surprise Rose - and you have enough advantage to position yourself for zoning if you so desire.


Likely the super you'll be using the most. Just don't be too eager to use this on wakeup since the recovery is rather poor.
Likely the super you'll be using the most. Just don't be too eager to use this on wakeup since the recovery is rather poor.
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'''B/D version''': Slow startup (8f) and awful recovery. Can be Advanced-cancelled into MAX Surprise Rose immediately after the first hit or after King lands from the butterfly kicks.
'''B/D version''': Slow startup (8f) and awful recovery. Can be Advanced-cancelled into MAX Surprise Rose immediately after the first hit or after King lands from the butterfly kicks.


A safejump afterwards requires a slightly delayed forward hop if midscreen, or a forward full jump in the corner.
A safejump afterwards requires a slightly delayed forward hop if midscreen, or a forward jump in the corner.
----
----
'''MAX version''': At 4f startup, this is as fast as King's cl.B. Better recovery than the B/D versions, but very punishable still.
'''MAX version''': At 4f startup, this is as fast as King's cl.B. Better recovery than the B/D versions, but very punishable still.
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|moveId=king_2141236cd,king_j2141236cd
|moveId=king_2141236cd,king_j2141236cd
|input=2141236CD (air okay)
|input=2141236CD (air okay)
|description2=* Placeholder
|description2=
 
* Can be done in the air from neutral and forward jumps.
* Fully connects on airborne opponents.
 
King's classic ranbu-style super. She does a dramatic backflip, then leaps forwards to thrash the opponent with a series of attacks.
 
This has full invincibility on startup, but it doesn't last the whole duration of the forward leap. Extremely long range, reaching full screen, and also does an abnormally high minimum damage of 290.
 
}}
}}



Revision as of 07:15, 19 January 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

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.
She joins team Art of Fighting thanks to Ryo's invitation.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

(Air OK) = Can be done on both the ground and in the air.

Throws

Hold Rush - (close) Bk.gif / Fd.gif + C.gif

Hook Buster - (close) Bk.gif / Fd.gif + D.gif

Command Normals

Sliding - Df.gif + D.gif

Trap Kick - Fd.gif + B.gif

Special Moves

Venom Strike - Qcf.gif + B.gif / D.gif (*)

Air Venom Strike - Qcf.gif + B.gif / D.gif (*) (Midair Only)

Tornado Kick - Qcb.gif + B.gif / D.gif (*)

Trap Shot - Dp.gif + B.gif / D.gif (*)

Super Special Moves

Surprise Rose - Qcf.gifQcf.gif + A.gif / C.gif (!)

Silent Flash - Qcb.gifQcb.gif + B.gif / D.gif (!)

Climax Super Special Moves

Illusion Dance - Qcb.gifDb.gifQcf.gif + C.gifD.gif (Air OK)

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere

j.D/2B > cl.D/2A > 3D > 623D = 279/186 dmg

1 Meter

Anywhere
Corner

j.D/2B > cl.D/2A > 3D > 623D > [SC] 214214D = (?)/300 dmg
2B > 2A > 3D > 236BD > 214BD > 236B > 2C = 344 dmg

2 Meters

Anywhere
Corner

j.D/2B > cl.D/2A > 3D > 623D > [SC] 214214BD = (?)/391 dmg
2B > 2A > 3D> 236BD > 214BD > 623D > [SC] 214214+D = 424 dmg

Gameplay Overview

King is a character that shines in controlling space with a strong fireball game.
Pros Cons
  • Queen of Keepaway: King has a plethora of fullscreen fireballs of varying speeds to work with, including air projectiles and a double fireball, which lets her counter other characters' zoning with ease. Additionally, her combos and blockstrings usually create the distance necessary for more fireball-chucking shenanigans.
  • Strong Anti-Air Suite: A variety of anti-air buttons is available to her - 2C, f.C, cl.C and f.D cover a great range of jump and hop arcs. She's also capable in air-to-air situations thanks to j.B and j.CD.
  • Capable Neutral Game: f.C and f.D both have great range. 3D is a cancellable slide that can be used to catch zoning-frustrated opponents off guard.
  • Silent Flash Safety: By ending combos with the Silent Flash super, King can easily set up a safejump.
  • Comfy Confirms: King's multi-hitting moves (such as cl.D and Trap Shot) give the player a comfortable window to perform hit confirms and super cancels.
  • Far B: Deleting Haoh Shoukou Kens with a light kick is fun.
  • Needs Meter for Reversal: King's best reversal option is a super, as her EX Trap Shoot only stops jump attacks.
  • Needs Meter for Damage: You're not scoring big damage in combos midscreen without EX Tornado Kick, and in the corner you need both EX Tornado Kick and EX Venom Strike in addition to more expensive moves.
  • Awkward Cross Ups: The angle in which j.C and j.D have to hit to cross up the opponent seems specific enough that you might forget these buttons can even do it.


Normals

Far Standing Normals

Far A

far A
f.A
f.A
XV king fa ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 5 4 7 +4 +2 - 30 60
  • Whiffs on short characters crouching.

Straight jab. Moderately useful for checking hops due to it's high hitbox, fast startup, and as cl.A also anti-airs hops.

Far B

far B
f.B
f.B
XV king fb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid special 6 4 9 +2 0 - 30 60
  • Same range and advantage as 2B but with slightly slower startup.
  • Has a guard point.

Low angled kick that's cancellable. Not a low despite it's appearance.

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 Haoh Shoukou Ken. This won't nullify ground-travelling projectiles such as Terry's Power Wave, or ones that travel above its height, such as Omega Rugal's Violent Ray.

Far C

far C
f.C
f.C
XV king fc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid super 5 8 17 -4 -6 - 70 120
  • Whiffs on short and medium characters crouching.
  • Fairly fast for its range

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.

This is also useful in neutral since it covers an area where hopping opponents tend to land with jumping normals.

Far D

far D
f.D
f.D
XV king fd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 8 5 19 -3 -5 - 70 120
  • At longer ranges it whiffs on short and medium characters crouching

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.

Close Standing Normals

Close A

close A
cl.A
cl.A
XV king cla ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 5 +6 +4 - 30 60
  • Mash A on hit or block to go into Rush Combo.
  • Links into 2C

Right elbow. Decent panic anti-air but is overshadowed by her stronger AA options.

Close B

close B
cl.B
cl.B
XV king clb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 4 4 9 +2 0 - 30 60
  • Standing low.
  • King's fastest normal at 4f.

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.

Close C

close C
cl.C
cl.C
XV king clc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 6 14 +1 -1 - 70 120

Standing right uppercut. Strong, close range anti-air and reliable as f.C can anti-air as well.

Close D

close D
cl.D
cl.D
XV king cld ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid, Mid command 5 3 (5) 6 18 -3 -5 - 70 (35+35) 120 (60+60)
  • Two mid hits
  • Tied with 2C for fastest heavy normal.

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.

Crouch Normals

Crouch A

crouch A
2A
2A
XV king 2a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 3 8 +4 +2 - 30 60
  • Chains into itself and other light normals.

A crouching left straight. Fast, plus on block and special-cancellable - all attributes of a good pressure tool.

Crouch B

crouch B
2B
2B
XV king 2b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low special 5 4 9 +2 0 - 15 30
  • Chains into itself and other light normals.

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.

Crouch C

crouch C
2C
2C
XV king 2c ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 10 16 -5 -7 - 70 120

A crouching upper. Fast and reliable anti-air option.

Crouch D

crouch D
2D
2D
XV king 2d ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 7 6 18 KND (+25) -5 - 70 120
  • Whiff-cancellable.
  • Causes a soft knockdown on hit.

A right leg sweep. Okay range. Moves King forward slightly.

Jump Normals

Jump A

jump A
j.A
j.A
XV king ja ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 8 1 on ground - - - 30 50

jump jump

45 High - 6 10 1 on ground - - - 30 60

A downwards punch. Anything this button does, j.B does better.

Jump B

jump B
j.B
j.B
XV king jb ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 8 1 on ground - - - 30 50

jump jump

45 High - 6 10 1 on ground - - - 30 60

A fast jump kick slanted in an upwards angle. A good air-to-air tool.

Jump C

jump C
j.C
j.C
XV king jc ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 7 1 on ground - - - 70 100

jump jump

70 High - 8 8 1 on ground - - - 70 120
  • Can cross up.

A downwards punch at a wider angle than j.A. A decent jump in, albeit slower than j.D.

Jump D

jump D
j.D
j.D
XV king jd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 6 8 1 on ground - - - 70 100

jump jump

70 High - 6 11 1 on ground - - - 70 120
  • Can cross up.

An angled jump kick. Amazing active frames and hitbox make this a prime jump in.

Rush Moves

rush
cl.AA,cl.AAA
cl.AA,cl.AAA
XV king rush1 ima.png
XV king rush2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 6 - - -4 -6 - 30 120 (60+60)

cl.AAX cl.AAX

- Mid - 6 - - -5 -7 - 30 180 (60+60+60)
  • Placeholder

Blowback

Blowback

Blowback
CD
CD
XV king cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 12 5 19 Splat (+76~+92) -1 - 100 160
  • Can be whiff-cancelled.

A hopping spin kick. Fairly fast CD attack, though not on the better end of the range scale (Luong's CD this ain't).

This moves King slightly forward during the active frames, before returning her to the starting position upon recovery.

ShatterStrike

Shatterstrike
236CD
236CD
XV king 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Same animation as 5CD.

This has the same unique property as Trap Shot in combos when cancelled from 3D - it stops any forward momentum on startup, which makes it prone to a costly 1-bar whiff if not timed correctly. Additionally, the damage scaling it tacks on combos just makes it pale in comparison to the juggle states King's EX moves provide.

Think of it more as a panic defensive tool rather than combo filler.

jump CD

jump CD
j.CD
j.CD
XV king jcd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 13 4 1 on ground SKD - - 80 120

jump jump

90 Mid - 13 4 1 on ground SKD - - 80 140

One of King's best air-to-air options. Can be used preemptively to discourage the opponent from jumping thanks to its arcing hitbox.

Throws

Hold Rush

Hold Rush
(close) 4/6C
(close) 4/6C
XV king cthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 (50+50) N/A - 1 1 0 HKD (54) Unblockable - 0 0

A knee to the gut followed by an uppercut. Leaves the opponent at roughly round start range, allowing for oki or zoning depending on your preference.

Hook Buster

Hook Buster
(close) 4/6D
(close) 4/6D
XV king dthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (47) Unblockable - 0 0
  • Switches sides.

A backflip that sends the opponent away. Same utility as the C throw.

Command Moves

Sliding

Sliding
3D
3D
XV king 3d ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
65 [40] Low [Mid] special 12 10 15 -4 (Close) to 5 (Max Range) -6 (Close) to 3 (Max Range) - 60 [40] 100 [60]
  • Values in brackets refer to the canceled version of the move. (i.e. when it's done as a linker after a normal)
  • Still a low if canceled into.

A sliding kick. Travels a good distance (just a couple of pixels from hitting from round-start range), and can be made safe with proper spacing or by cancelling it into a special.

Sees use in combos or in mid-range situations - you can throw it to catch opponents blocking high while they expect a Venom Strike and then follow it up with either EX Tornado Kick or Quick Max activation for damage and corner carry.

It can also low profile shallow jump-ins - though King has better options to deal with them.

Trap Kick

Trap Kick
6B
6B
XV king 6b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
65 [50] High [Mid] climax [special] 23 [20] 3 17 [18] +1 -1 - 60 [40] 100 [60]
  • Values in brackets refer to the canceled version of the move. (i.e. when it's done as a linker after a normal)
  • Overhead if done raw - loses this property when canceled into.
  • Cannot be special-cancelled if done raw.

A short hop followed by a heel strike. The gateway to EX Air Venom Strike combos.

Special Moves

Venom Strike

Venom Strike
236B/D/BD
236B/D/BD
XV king 236b ima.png
XV king 236bd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

65 Mid super 12 Full Screen Projectile 33 -7 (Close) to 26 (Max Range) -9 (Close) to 24 (Max Range) - 60 60

D D

65 Mid super 9 Full Screen Projectile 37 -11 (Close) to 26 (Max Range) -13 (Close) to 24 (Max Range) - 60 60

BD BD

117 (60+57) Mid - 11, 15 Full Screen Projectile 27 Juggle - SKD (39: Tech / 66: Non-tech (Close)) -3 (Close) to 24 (Max Range) - 0 100 (50+50)
  • Projectile
  • Non-metered versions shoot a single projectile of varying speed depending on the button used
  • EX version sends out two projectiles

King shoots a blue fireball. The core of King's zoning game, in conjunction with its aerial version and her long range normals.


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. It also has uses in corner combos.


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.


EX version shoots two fireballs - they travel faster than the B version, but not as fast as the D version. Both fireballs have better durability than non-metered projectiles, outright deleting them in a fireball war. They'll also destroy other EX fireballs on contact. They lose to super projectiles, though.

Safe on block, this version 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.

Air Venom Strike

Air Venom Strike
j.236B/D/BD
j.236B/D/BD
XV king j236b ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

60 Mid - 8 Full Screen Projectile 13 on ground -7 (Lowest Height and Close) to 26 ( Lowest Height and Max Range) -9 (Lowest Height and Close) to 24 ( Lowest Height and Max Range) - 60 60

D D

60 Mid - 8 Full Screen Projectile 13 on ground -17 (Lowest Height and Close) to 17 ( Lowest Height and Max Range) -19 (Lowest Height and Close) to 15 ( Lowest Height and Max Range) - 60 60

BD BD

80 Mid - 8 Full Screen Projectile 16 on ground Juggle SKD +3 (Lowest Height and Close) to 24( Lowest Height and Max Range) - 0 100
  • Projectile
  • Can be TK'd with the 2369 motion to get it at the earliest moment possible following a jump
  • Can combo from 6B if that normal was used as a linker (e.g. 5D > 6B xx 236B/D)
  • Non-metered versions can be avoided by simply crouching, even when TK'd

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.

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.


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.


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.


EX version is the fastest of the bunch. Its "recoil" makes King return to the ground quickly in a diagonal motion.

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, in addition to the corner combo possibilities. It does less damage than the grounded version, though.

Tornado Kick

Tornado Kick
214B/D/BD
214B/D/BD
XV king 214b ima.png
XV king 214bd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

60 (30+30) Mid super 13 6 (3) 3 21 SKD (30: Tech / 57: Non-tech) -5 - 120 (60+60) 120 (60+60)

D D

100 (50+50) Mid super 10 6 (5) 3 24 SKD (31: Tech / 58: Non-tech) -8 - 160 (80+80) 160 (80+80)

BD BD

98 (30+30+40) Mid - 15 3 (2) 3 (16) 3 21 Juggle - Ground Bounce - HKD (25) -8 - 0 180 (60*3)
  • King's "tatsu"
  • Non-metered versions hit twice; EX version hits three times.
  • Has lower body invincibility (?)

King spins in the air, moving forward and hitting the opponent on her way. Tornado Kick has uses as a combo tool and on neutral.

All versions combo consistently in most situations, can be used to low crush sweeps at a distance and go over grounded projectiles. However, they lack any other form of invincibility and are relatively unsafe on block.


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), which leaves King vulnerable.

Useful as combo filler, especially after EX Tornado Kick. It's also the only version that features some sort of cancel ability, being Climax-cancellable.


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. You'll probably use this more frequently in neutral to whiff punish sweeps.


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.

Trap Shot

Trap Shot
623B/D
623B/D
XV king 623b ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

118 (20*3+70) Mid super 6 3 40 SKD (16: Tech / 43: Non-tech) -18 - 0 0

D D

118 (20*3+70) Mid super 6 3 40 SKD (16: Tech / 43: Non-tech) -18 - 0 0

BD BD

151 (20*6+70) Mid - 6 4 51 SKD (22: Tech / 62: Non-tech) -30 Full body against non-projectile air moves: 1 to 9 (9 frames) 0 0
  • King's most damaging special.
  • The initial backflip doesn't do any damage.
  • 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 air strike invincibility

A backflip that leads to a barrage of kicks on hit. Fairly good 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.

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.

On block, all versions leave King at a big disadvantage - we're talking double digit minus here.


B and D versions: Identical moves. They lack any sort of invincibility. Opponents don't feel too bad in trades due to the backflip not inflicting any damage. All that limits Trap Shot's usefulness to combos.


EX version: Useful defensive tool thanks to its air strike invincibility. Your answer to badly timed jump ins.

Super Special Moves

Surprise Rose

Surprise Rose
236236A/C/AC
236236A/C/AC
XV king 236236p ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

186 (30+10*11+60) Min: 100 Mid climax 5 3 (26) 9 30 (29 on ground) HKD (24) -49 (First Hit) / -16 (Last Hit) Full Body: 1 to 4 (4 Frames) / Full body against non-projectile air moves: 1 to 6 (6 Frames) 0 0

AC AC

339 (10 + 10 + 20 * 4 + 25 + 20 * 3 + 25 + 20 * 3 + 25 + 20 + 25 + 50) Min: 173 Mid climax 5 3 (28) 9 29 HKD (50) -51 (First Hit) / -17 (Last Hit) Full Body: 1 to 8 (8 Frames) 0 0
  • A three-part super, consisting of a backflip, a divekick and a barrage of stomps.
  • The stomps only trigger if the dive kick hits.
  • Cannot be advanced-cancelled into the MAX Silent Flash.

King performs a rising backflip before descending in a divekick. If the divekick sucessfully hits the opponent, she'll stomp them multiple times before kicking them away - leaves you at fullscreen distance of the opponent afterwards, in prime positioning to start King's zoning game.

Fast startup and good damage, but not as versatile as Silent Flash.


A/C version: The divekick may whiff if the backflip hits the opponent high in the air. Have some lower body invincibility on startup (?)


MAX version: The 2-meter version has some full invincibility during startup and its divekick's hitbox is generous enough to guarantee the stomps after it. The divekick also travels further than the A and C versions.

Silent Flash

Silent Flash
214214B/D/BD
214214B/D/BD
XV king 214214k ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

190 (60+50+80) Mid advanced, climax 8 4 42 HKD (40) -27 Full Body: 1 to 9 (9 Frames) 0 0

BD BD

350 (100+33+33+31+34+34+85) Min: 191 Mid climax 5 4 27 HKD (59) -19 Full Body: 1 to 8 (8 Frames) 0 0
  • A two-part super consisting of a backflip and a rising butterfly kick.
  • The backflip shares its animation with Trap Shot.
  • The butterfly kick is only executed if the backflip hits.

This super has a lot going on. It packs much of the same utility as EX Trap Shot, being a viable anti-air option thanks to its invincibility. You can also set up a safejump or Advanced/Climax cancel off of it. Lastly, it deals more damage than Surprise Rose - and you have enough advantage to position yourself for zoning if you so desire.

Likely the super you'll be using the most. Just don't be too eager to use this on wakeup since the recovery is rather poor.


B/D version: Slow startup (8f) and awful recovery. Can be Advanced-cancelled into MAX Surprise Rose immediately after the first hit or after King lands from the butterfly kicks.

A safejump afterwards requires a slightly delayed forward hop if midscreen, or a forward jump in the corner.


MAX version: At 4f startup, this is as fast as King's cl.B. Better recovery than the B/D versions, but very punishable still.

Climax Super Special Moves

Illusion Dance

Illusion Dance
2141236CD (air okay)
2141236CD (air okay)
XV king 2141236cd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

ground ground

471 (0+20+30+20+20+30+20+20+20+40*4+170) Min: 290 Mid - 6 13 37 HKD (62) -37 Full Body: 1 to 13 (13 Frames) 0 0

air air

471 (0+20+30+20+20+30+20+20+20+40*4+170) Min: 290 Mid - 6 13 37 HKD (62) -37 Full Body: 1 to 13 (13 Frames) 0 0
  • Can be done in the air from neutral and forward jumps.
  • Fully connects on airborne opponents.

King's classic ranbu-style super. She does a dramatic backflip, then leaps forwards to thrash the opponent with a series of attacks.

This has full invincibility on startup, but it doesn't last the whole duration of the forward leap. Extremely long range, reaching full screen, and also does an abnormally high minimum damage of 290.

Misc

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