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 | | intro = {{SUBPAGENAME}} is a character that shines in controlling space with a strong fireball game. | ||
| pros= | | pros= | ||
* Strong | |||
* | * '''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. | |||
| cons= | | cons= | ||
* | * '''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. | |||
}} | }} | ||
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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= | ||
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= | ||
* | * 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= | |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= | |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 | |description2= | ||
* Can cross up. | |||
An angled jump kick. Amazing active frames and hitbox make this a prime jump in. | |||
}} | }} | ||
=== | ===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= | ||
* | * 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= | ||
* | * 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= | |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= | |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=* | |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=* | |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=* | |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 | '''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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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. | 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 | 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), | '''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. | |||
---- | ---- | ||
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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 | * EX version has air strike invincibility | ||
A backflip that leads to a barrage of kicks on hit. | 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 version''': Useful defensive tool thanks to its air strike invincibility. Your answer to badly timed jump ins. | ||
}} | }} | ||
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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 | 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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|moveId=king_2141236cd,king_j2141236cd | |moveId=king_2141236cd,king_j2141236cd | ||
|input=2141236CD (air okay) | |input=2141236CD (air okay) | ||
|description2=* | |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
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
Command Normals
Special Moves
Air Venom Strike - + / (*) (Midair Only)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
j.D/2B > cl.D/2A > 3D > 623D = 279/186 dmg |
1 Meter |
Anywhere |
j.D/2B > cl.D/2A > 3D > 623D > [SC] 214214D = (?)/300 dmg |
2 Meters |
Anywhere |
j.D/2B > cl.D/2A > 3D > 623D > [SC] 214214BD = (?)/391 dmg |
Gameplay Overview
King is a character that shines in controlling space with a strong fireball game. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA,cl.AAA
cl.AA,cl.AAA |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Hold Rush
Hold Rush
(close) 4/6C
(close) 4/6C |
---|
Hook Buster
Hook Buster
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Sliding
Sliding
3D
3D |
---|
Trap Kick
Trap Kick
6B
6B |
---|
Special Moves
Venom Strike
Venom Strike
236B/D/BD
236B/D/BD |
---|
Air Venom Strike
Air Venom Strike
j.236B/D/BD
j.236B/D/BD |
---|
Tornado Kick
Tornado Kick
214B/D/BD
214B/D/BD |
---|
Trap Shot
Trap Shot
623B/D
623B/D |
---|
Super Special Moves
Surprise Rose
Surprise Rose
236236A/C/AC
236236A/C/AC |
---|
Silent Flash
Silent Flash
214214B/D/BD
214214B/D/BD |
---|
Climax Super Special Moves
Illusion Dance
Illusion Dance
2141236CD (air okay)
2141236CD (air okay) |
---|