The King of Fighters XV/King/Strategy

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Revision as of 20:26, 18 April 2022 by Somalia (talk | contribs) (Add note about the kick super safejump in the corner whiffing on Heidern and Antonov)
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The King of Fighters XV

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General Gameplan

Neutral

Pressure

Mixups

Defense

Okizeme

Without meter or with only a little King must choose between higher damage in 623C or taking better oki for lower damage with 214C. However, with 1 bar and being near to the corner King can turn any hitconfirm into solid damage and an incredibly easy 4F safejump with 214214K.

Safejumps

Definition and example of a safejump.


C Throw: Whiff 2A > jump > j.D (4f Reversals)

Back to Corner D Throw: Whiff c.A > hop > j.D (4f Reversals)

214B: hop / hyper hop > j.D (6f Reversals)

214D: hop / hyper hop > j.D (5f Reversals)

Corner 214214B/D: jump > j.D (4f Reversals) (whiffs on Heidern and Antonov)

Need to test: 214214B+D, Climax, 236B+D-

Countering King

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The King of Fighters XV
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