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The King of Fighters XIII/King

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The King of Fighters XIII

OverviewStrategyDataCombos

King


Movelist

Throws

Hook Buster: / + /

Command Move

Slide Kick: +

Special Moves

Trap Shot: + / *

Venom Strike: + / *

Air Venom Strike: + / * (in the air)

Tornado Kick 95: + / *

Desperation Moves

Double Strike: + /

Surprise Rose: + / *

NeoMax

Venom Shot: + +

(*) = EX version available

King's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Corner

cr.B, cr.B, st.B, df+D, hcb+B, st.C = 221 dmg
j.D, cl.D, df+D, hcb+B, dp+K = 304 dmg

1 Stock, No Drive Gauge Anywhere cr.B, cr.B, st.B, df+D, qcf+BD, hcb+D = 308 dmg
1 Stock, 1 Drive Gauge Corner cl.D, df+D, hcb+D, [DC] qcf+BD, qcf+B, hcb+D = 427 dmg
2 stocks, 1 Drive Gauge Corner cl.D, df+D, qcf+BD, qcf+B, hcb+D {1 hit}, [DC] qcf+BD, qcf+B, hcb+D = 503 dmg
3 stocks, 1 Drive Gauge Corner cl.D, df+D, hcb+D, [DC] qcf+BD, qcf+B, hcb+D, qcfx2+AC = 645 dmg

Console Changes

  • Jump D stays out longer
  • close C has faster startup
  • D Venom Strike (air) has a smaller recoil
  • far D has less lag
  • (Slide can be cancelled without being cancelled into)

Yamamoto – "We focused on her normals mainly. Although the number of changes are few, it will change gameplay significantly as normals are used most often. Her slide is a great low move and since her close HP {s.C} isn’t affected by scaling easily, please use it often as a combo starter."

Gameplay Overview

King is a mixed bag character. She can keep an opponent at bay by utilizing her projectile game, though predictability in this area can work against her favor. Her rushdown isn't terribly exceptional since she doesn't have any real mixup options. Because of this, her neutral game is very important. Using EX moves and drive cancels, King is able to get the opponent to the corner, where she can get her best damage with either HD combos or EX Surprise Rose. King's difficult matchups are those against rushdown characters with heavy mix-ups. A lack of a decent reversal without meter really hurts King in the defensive department, so it's best to use her normals and Venom Strikes to keep the opponent at bay. Her strongest attributes are her corner pressure, meter building, great ground normals and her fast walk speed which can use to quickly advance and retreat when in close range.

Gameplay Notes

[ Info Needed ]
Pros Cons
  • Good zoning tools (projectiles) and good pressure game
  • Good EX moves
  • Easy BnBs hit-confirms and HD combos
  • Fast movement speed (backdash/run)
  • Great normals
  • Low hitting cancelable s.B that has a deceivingly good hitbox
  • Great crossup j.D
  • Poor mixup game (no overhead/proximity unblockable)
  • Requires corner for high damage
  • Needs meter for damage/reversals
  • Gameplay can be predictable


Normals

Standing

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st. A: 30 damage, chain/cancelable, hits mid. A standard jab attack, good for stopping hops. Whiffs on crouching opponents, though.

st. B: 30 damage, chainable, hits low. A standing kick aimed low, useful for chaining into slide kick. It has great range and start-up, but her upper body is vulnerable to any opponents standing normals that reach outside the st.B's range, and any incoming hop attacks.

st. C: 80 damage, hits mid. A straight punch which has very fast start-up (3 frames) and good range. It is best used for stopping incoming hops and some far, missed jump-ins. It's a great poke, but its disadvantage is that it miss and whiffs completely on crouching opponents, who may punish you with a low attack. But if you perform this punish close enough to a crouching opponent, her close C might active instead.

st. D: 80 damage, hits mid. A high angled kick with very slow startup and recovery. It can be used as a preemptive anti-air, but don't try to anti-air jumps that are too close to you (or may try to jump all the way over you) or it might whiff and leave you open.

cl. C: 70 damage, cancelable, hits mid. A high arcing uppercut, decent as an anti-air against neutral jumps when cornered. It's rather fast as well, which can be great for completing combos after jump-ins. On block is rather safe too, so feel free to use in blockstrings to bait movement and attacks from your opponent.

cl. D: 40+45 damage, cancelable, hits mid. A two-hit angled kick similar to st.D. King's best normal for combos and blockstrings. Cancel with Venom Strike to make it safe. Be extremely careful with this move during blockstrings when your opponent has meter...they can possibly Guard Cancel Roll the 1 or 2nd hit which may leave you vulnerable if you are committed to canceling it into a special move.

Crouching

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cr. A: 25 damage, chain/cancelable, hits mid. A crouching jab, good in combos but it's range isn't as good as her cr.B. On block it is a bit safer than cr.B, so don't hesitate to use it in a blockstring.

cr. B: 30 damage, chainable, hits low. A crouching low kick, arguably one of her best pokes and ground combo starters. You will be using this a LOT.

cr. C: 70 damage, cancelable, hits mid. A crouching uppercut, can be used as a pseudo anti-air but don't rely on it just for that function. It has a thin sized horizontal hitbox which may cause it to be beaten out clean or trade with some hop attacks that have more downward angled hitboxes.

cr. D: 80 damage, cancelable, hits low. A really slow sweep which looks like cr.B in slow motion. Poor when used as a punish. Use her df.D instead.

Jumping

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j. A: 45 (40) damage, cancelable, hits overhead. A jumping downwards jab, rarely used. Very short range, but you can cancel it into her air qcf+K.

j. B: 45 (40) damage, whiff/cancelable, hits overhead. A jumping back kick aimed upwards, King's best air-to-air attack. Keep to air-to-air attacks only, hopping in or jumping in with this kick is very dangerous because she will be open to low attacks on the way down to the ground.

j. C: 72 (70) damage, cancelable, hits overhead. A jumping downwards punch, similar to j.A with more hitstun. Useful as a quick jump-in when not crossing-up the opponent.

j. D: 70 (68) damage, hits overhead. A jumping downwards angled kick, that can crossup. King's most common jump-in to start combos. Can NOT be used as an instant overhead (even on Raiden).

Blowback Attack

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CD: 75 damage, whiff/cancellable, hits mid. A spin kick to the midsection, generally beats lows. Good as a standing poke but it's start-up rather slow, so it might lose to more faster pokes.

j. CD: 90 (80) damage, cancellable, hits mid. An aerial spinning heel kick that arcs downwards, slow startup. Decent air-to-air if done early. Often misses against grounded/crouching opponents. You can cancel this kick on block (or on hit) into her air Venom Strike (qcf+K).

GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack - A spin kick to the midsection, similar to st.CD. May miss on opponents who hit with high jump-ins.

Throw

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Hook Buster = (b/f+C/D) - 100 damage, cannot be recovery rolled. King throws the opponent with her legs. C version throws opponent forward, D version throws opponent behind. Both versions leave the opponent with their backs turned which allows easy crossups in the corner. The options after the throw are

  • Early superjump for safejump (hold down crouching guard in advance) with j.D
  • A brief run forward into superjump for a crossup with j.D
  • If you throw them in the corner, if you roll over their body, you can mix them up with an ambigious roll set-up. You can choose which side to end your roll before your opponent recovers. Very tricky. [1]

Command Moves

Slide Kick = (df+D)

  • King's slide kick moves her forward on the ground for a low hitting kick. When landing a close high kick, can combo into slide kick and initiate a cancel into Trap Shot, Venom Strike or Tornado Kick. You can cancel this move freely without canceling from another normal (ex. s.D, df+D). It's safe on block from a far distance, but if your opponent sees it coming, they might punish you before it makes contact. If you use this slide during a blockstring without canceling it into a special move, you can get punished by a character's fast reversal dp or a cr.B. But if you do decide to cancel it into a special move, your opponent can just guard cancel roll the side and punish you, if they have meter. King's hitbox shrinks extra low, which is good for evading high projectiles, normals that whiff on crouching opponents, and jumpins.
  • Cancel-able
  • Hit Detection: Low
  • Damage: 40

Special Moves

Trap Shot = (dp+K) - King will do a back-flip kick. If it lands, she will go into a full animation where she kicks the opponent multiple times. If it whiffs, no further animation will occur. Trap Shot can be drive canceled during the last hit into a lot of different moves (Venom Strike, Tornado Kick, EX Trap Shot, and Surprise Rose). Unsafe on block, especially if the opponent has the player in the corner. King's hurtbox shrinks low during this move, but because of the slow start-up, it's a rather risky anti-air option unless done as an EX version.

(EX) = dp+BD The EX version has full invincibility against attacks (not projectiles) but has very slow recovery if whiffed or blocked. It can be used as an anti-air, but its rather risky since its invincibility wears off quite faster which can make it prone to getting stuffed. Try not to use this EX move as a reversal unless you can properly read your opponents ground meaty attack...jump-in meaty attacks may cause a safe-jumped against it.

  • Drive/Super Cancel-able
  • Hit Detection: Mid
  • Soft Knockdown
  • Damage: 0+20x3+80/0+20x6+80


Venom Strike = (qcf+K) - King's projectile. A standard fireball on the ground. She can also perform this move anytime during her jump-arc whether it be neutral, backward, or forward, which is very useful for zoning.

(EX) = qcf+BD - Very, very fast start-up and hits twice - goes through standard projectiles, trades with EX projectiles, loses to DM projectiles and gives the opponent a tech-able (soft) knockdown.

  • Super Cancel-able
  • Hit Detection: Mid
  • Damage: 65/75x2


Air Venom Strike = (qcf+K) in air

  • When done as an aerial version, B (light kick) version, King drops straight down, D (heavy kick) version makes King jump slightly backwards before landing. The projectiles both have similar speeds to the ground versions.

(EX) = qcf+BD in air - This version has the same projectile speed as a ground EX version, and gives the opponent a soft tech-able knockdown. King lands after the fireball is released like the heavy kick air version but much faster.

  • Hit Detection: Mid
  • Damage: 60/120


Tornado Kick '95 = (hcb+K) - King does a whirlwind kick forward. The start up on this move feels pretty slow, so don't throw it out when the opponent is close enough to react. It's called Tornado Kick '95 because her Tornado Kick in recent games have been much more vertical, and this Tornado Kick resembles the original horizontal version in KoF 95. Second hit of the light kick version will whiff on some guarding crouching opponents. Unsafe on block, unless blocked from afar (hits with the tip). Both kick versions has juggle-able properties but the light kick version has faster recovery making it much more easier to juggle after the second hit than the heavy kick version.

(EX) = hcb+BD - Has start-up invincibility and continues briefly until the second hit of the kick. The start-up isn't fast at all which may cause it to be safe-jumped if used as a reversal which is strongly not recommended. The invincibility frames can be used to evade projectiles or very long range attacks, or to be used as a quick anti-air from a mid to far range.

  • Drive/Super Cancel-able
  • Hit Detection: Mid
  • Damage: 30x2/60x2/55x3

Desperation Moves

Double Strike = (qcfx2+K)

  • King throws out two very fast and pink colored Venom Strikes. B version projectile travels slower than D version, same damage. Good to use to beat out the opponent's projectile.
  • Hit Detection: Mid
  • Soft Knockdown
  • Damage: 105x2


Surprise Rose = (qcfx2+P)

  • King does an upwards kick during the first part of the animation, then lands forward for more kicks. The upwards kick in the beginning makes this super viable as an anti air, but it does not have great priority and can get beaten out by certain normals. Depending on whether you press A or C, she will travel shorter or farther respectively with the second part. Max Cancel-able during any of the hits (minus the initial upwards kick).

(EX) = qcfx2+AC Much faster start-up and has more invincibility during its start-up as well. It can be used as a reversal or an anti-air option but its hitbox range is very narrow, and it has very bad recovery if whiffed or blocked, so use with caution.

  • Max Cancel-able
  • Hit Detection: Mid
  • Soft Knockdown
  • Damage: 10x2+0+12x11+48/10x2+0+(10x3+30)x3+10x3+100

Neomax

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Venom Shot = (qcbx2+BD)

  • Can be done from the ground or in the air. If done from the ground, King jumps straight up before performing the move. Superflash/timefreeze does not occur until the peak of the jump. If Venom Shot is done from the air, startup is 1 frame. Not all hits are guaranteed.
  • Hit Detection: Mid
  • Damage: 30x(1~17)

Combos

Notation:

dmg: damage

mg: meter/stock gain (any percentage over 100% is one full meter)

opmg: opponents meter/stock gain

Common Combo Starters

A.) st.B, df+D, (special move) <-- Most common

B.) cr.B, cr.A, df+D, (special move)

C.) cr.B, st.A, df+D, (special move)

D.) cr.B, st.B, df+D, (special move) <-- Most common

E.) cl.C, df+D, (special move)

F.) cl.D, df+D, (special move) <-- Most common

G.) cr.Bx2, st.B, df+D, (special move) <-- Most common


Be sure to learn how to do these before you begin to add specials to them. You can also add an jump attack to these as well. The damage values for the combos listed below are from the combo starter (with a jump attack) that gives it the maximum amount of damage. You can add any of the above combo starters that begins with a low attack (ex. cr.Bx2, st.B, df+D, etc) but keep in mind that the damage will be slightly lowered. Any specific combo listed that cannot connect with any of the combo starters will be noted.

Mid-Screen Combos

No Stock, No Drive Gauge -

- j.D, cl.D, df+D, hcb+B, s.C = 284 dmg, 45% mg, 45% opmg

  • Jump D must be landed deep
  • st.B can be used instead of s.C if needed

- j.D, cl.D, df+D, hcb+D = 275 dmg, 45% mg, 45% opmg


No Stock, 1+ Drive Gauge -

- j.D, cl.D, df+D, dp+B/D (DC), hcb+B, hcb+D = 354 dmg, 75% mg, 60% opmg


1 Stock, No Drive Gauge -

- j.D, cl.D, df+D, dp+BD = 293 dmg, 20% mg, 50% opmg

- j.D, cl.D, df+D, qcf~qcf+K = 350 dmg, 20 mg, 50% opmg

- j.D, cl.C, df+D, qcf+BD, hcb+D = 374 dmg, 45% mg, 50% opmg


1 Stock, 1+ Drive Gauge -

- cl.C/cr.C, df+D, hcb+D (DC), qcf+BD, hcb+D = 354 dmg

  • Cannot fully connect using combo starter F.

- j.D, cl.D, df+D, dp+K (DC), hcb+B, qcfx2+B = 397 dmg

  • without j.D and using cl.C or cr.C instead of cl.D the damage is 353.

- j.C, cl.C, df+D, qcf+BD, hcb+D (DC), qcf+B = 415 dmg

- j.C, cl.C, df+D, qcf+BD, hcb+D (DC), qcf+B, hcb+D = 484 dmg

  • must be started 3/4 away from the corner

1 Stock, 2 Drive Gauge -

- j.D, df+D, dp+K (DC), dp+BD (DC), hcb+B, hcb+D = 363 dmg


2 Stock, No Drive Gauge -

- j.D, cl.D, df+D, qcf+BD, qcfx2+B/D = 436 dmg

  • using s.C or cr.C brings the damage to 443, but using st.D is easier to connect with.

- j.D, cl.D, df+D, qcfx2+AC = 405 dmg

  • df+D must be canceled late


2 Stock, 1+ Drive Gauge -

- j.D, cl.D, df+D, dp+B/D (SC), qcfx2+AC = 490 dmg

- j.D, cl.C, df+D, hcb+D (DC), qcf+BD, qcfx2+D = 507 dmg

  • replace s.C with st.D, the damage is 495

Corner Combos

REMEMBER: You can switch out j.C for j.D or cl.C for cl.D in any of these combos but the damage will be slightly lower.

No Stock, No Drive Gauge -

j.D, cl.D/cl.C, df+D, hcb+D = 275 dmg

j.D, cl.D, df+D, hcb+B, st.C = 277 dmg

j.C, cl.D/cl.C, df+D, hcb+B, dp+B/D = 306 dmg


No Stock, 1+ Drive Gauge -

j.C, cl.C, df+D, hcb+B, dp+B/D, (DC) hcb+B, hcb+D = 379 dmg


No Stock, 2 Drive Gauge -

j.C, cl.C, df+D, hcb+B, dp+B/D, (DC) hcb+B, dp+B/D (DC), hcb+B, dp+B/D = 408 dmg


1 Stock, No Drive Gauge -

j.D, cl.C, df+D, hcb+B, qcfx2+A/C = 370 dmg

j.D, cl.C, df+D, qcf+BD, qcf+B, hcb+D = 416 dmg


1 Stock, 1+ Drive Gauge -

j.C, cl.C, df+D, hcb+B, dp+B/D, (DC), qcf+BD, qcf+B, dp+B/D = 429 dmg

j.D, cl.C, df+D, hcb+B, dp+B/D, (DC) hcb+B, qcf+B, qcfx2+A/C = 429 dmg

j.D, cl.C, df+D, hcb+B, dp+B/D (DC), qcf+BD, qcf+B, qcf+B, cr.C = 439 dmg

j.D, cl.C, df+D, hcb+D (DC), qcf+BD, qcf+B, hcb+D = 481 dmg


1 Stock, 2 Drive Gauge -

j.D, cl.D, df+D, hcb+B, dp+K (DC), hcb+B, dp+K (DC), hcb+B, qcf+B, qcfx2+A/C = 456 dmg

j.C, cl.C, df+D, hcb+D (DC), qcf+BD, (run) dp+K (DC), hcb+B, hcb+D = 503 dmg


2 Stock, No Drive Gauge -

j.D, cl.D, df+D, qcf+BD, qcf+B, qcfx2+K = 471 dmg

j.D, cl.D, df+D, hcb+D, qcfx2+AC = 536 dmg


2 Stock, 1+ Drive Gauge -

j.D, cl.D, df+D, hcb+B, dp+K (DC), hcb+B, qcfx2+K qcfx2+P = 484 dmg

j.D, cl.D, df+D, qcf+BD, qcf+B, hcb+D (1st hit only) (DC), qcf+BD, qcf+B, hcb+D = 538 dmg

j.D, cl.D, df+D, hcb+B, dp+B/D (DC), hcb+B, hcb+D, qcfx2+AC = 560 dmg


2 Stock, 2 Drive Gauge -

j.D, cl.D, df+D, hcb+B, dp+K (DC), hcb+B, dp+K (DC), hcb+B, hcb+D, qcfx2+AC = 588 dmg

j.D, cl.D, df+D, hcb+D (DC), qcf+BD, qcf+B, hcb+D (1st hit only) (DC), qcf+BD, qcf+B, qcf+D, hcb+D = 609 dmg


3 Stock, No Drive Gauge -

j.D, cl.D, df+D, qcf+BD, qcf+B, hcb+D, qcfx2+AC = 628 dmg


3 Stock, 1+ Drive Gauge -

j.C, cl.C, df+D, qcf+BD, qcf+B, hcb+D (1) (DC), qcf+BD, qcf+B, qcfx2+K = 610 dmg

j.C, cl.C, df+D, hcb+D (DC), qcf+BD, qcf+B, hcb+D, qcfx2+AC = 701 dmg


3 Stock, 2 Drive Gauge -

j.C, cl.C, df+D, hcb+D (DC), qcf+BD, qcf+B, hcb+D (1) (DC), qcf+BD, qcf+B, qcfx2+K = 658 dmg


4 Stock, 2 Drive Gauge -

j.C, cl.C, df+D, hcb+D (DC), qcf+BD, qcf+B, hcb+D (1) (DC), qcf+BD, qcf+B, qcf+D, hcb+D, qcfx2+AC = 829 dmg

Hyper Drive Combos

Mid-screen/ Anywhere

2 Stock

(1) j.C, cl.D, df+D [HD] cl.D, df+D, hcb+D (2) (DC), qcf+BD, qcfx2+D = 522 dmg

(2) j.C, cl.D, df+D [HD] cl.D, hcb+B (2), (HDC) qcbx2+BD = 523 dmg

Corner Only

2 Stock

(1) j.C, cl.D, df+D [HD] cl.D, [dp+K, [HDC] hcb+B]×3, dp+K [HDC], qcbx2+BD = 626 dmg

(2) j.C, cl.D, df+D [HD] cl.D, [dp+K, [HDC] hcb+B]×4, hcb+D, qcfx2+AC = 689 dmg


3 Stock

(1) j.C, cl.D, df+D [HD] cl.D (1), df+D, [dp+K, [HDC] hcb+B]×3, dp+K [HDC], qcf+BD, qcf+Bx3, qcfx2+AC = 704 dmg

(2) j.C, cl.D, df+D [HD] cl.D (1), df+D, [dp+K, [HDC] hcb+B]×4, qcfx2+B, qcfx2+AC = 746 dmg

(3) j.C cl.D, df+D [HD] cl.D, df+D, hcb+D (2), (HDC) qcf+B+D, (run up a little), [dp+K, [HDC] hcb+B]x3, hcb+D, qcfx2+A+C = 775 dmg (807 dmg if you use cl.C instead of cl.D)

Tips

Frame Traps and Links

  • (L) = Link, can be a frame trap as well.
  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap. If n is 0 or -n, the particular frame trap is, initially, a block string.

1.) st. A > far C - 3 frame gap between st. A and far C. St. A and far C whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

2.) st. A > cr. C - 4 frame gap between st. A and cr. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

3.) cr. A > far C (L) - 1 frame gap between cr. A and far C. Far C whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

4.) cr. A > cr. C (L) - 2 frame gap between cr. A and cr. C.

5.) cr. B > far C - 3 frame gap between cr. B and far C. Far C whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

6.) cr. B > cr. C - 4 frame gap between cr. B and cr. C.

7.) (Corner CD, qcf+BD) > df+D - 3 to 4 frame gap between (corner CD, qcf+BD) and df+D.

8.) qcf+BD > st. A - -1 frame gap between qcf+BD and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

9.) qcf+BD > cr. A - -1 frame gap between qcf+BD and cr. A.

10.) qcf+BD > st. B - -2 frame gap between qcf+BD and st. B.

11.) qcf+BD > cr. B - -1 frame gap between qcf+BD and cr. B.

12.) qcf+BD > far C - -2 frame gap between qcf+BD and far C. Far C whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

13.) qcf+BD > cr. C - -1 frame gap between qcf+BD and cr. C.

14.) qcf+BD > far D - 2 frame gap between qcf+BD and far D.

15.) qcf+BD > cr. D - 3 frame gap between qcf+BD and cr. D.

16.) Corner qcf+BD > cl. C - 0 frame gap between corner qcf+BD and cl. C.

17.) Corner qcf+BD > cl. D - -1 frame gap between corner qcf+BD and cl. D.

18.) Instant/ lowest air qcf+BD > far D - 2 frame gap between instant/ lowest air qcf+BD and far D.

Strategies

Far Range

  • Zone with ground and air Venom Strikes. Combat opponents projectiles with EX Venom Strike. Be careful that some opponents have invincible moves that can phase through your projectiles (ex. Shen's qcf+AC), or EX projectiles.
  • Stand C has a start-up of 3 frames and is a great ground anti-air normal. Use it in between your Venom Strike zoning by dashing in mid-range to stop hops and hyper hops.
  • Try not to abuse King's hcb+K at far range. Even though it can be hard to punish at this range, many characters can special move anti-air you on reaction. The hcb+K (and EX version) can be used as an anti-air against hops, only if its timed correctly.

Mid Range

  • At this range you will need to use your ground normals a bit more to stop hyper hops and jumps. Stand C is good against hops, crouching C is good for jump-ins as well as using df+D as a trip guard anti-air against certain characters jump attacks (ex. Shen's j.CD, Vice's j.CD, Daimon's j.CD).

Close Range

  • At this range take full advantage of her st.B which is safe on block, and can be canceled into her df+D on hit. Her st.A, st.C, and st.D can catch opponents trying to hop or jump closer to while they try to challenge your st.B which leaves her upper body vulnerable.
  • King's fast walk speed, dash and backdash is useful for weaving in and out while you are applying pressure to avoid reversals. Learn how properly instant normal throw while running to increase the options of your offensive, especially since she lacks a command throw.

Cornered Opponent

  • Use st.B and cr.B to apply pressure to your opponent while they are blocking for you can hit confirm into a combo incase they decide to mash a normal or lose grip of their defense. The frame advantage on block from the st.B and cr.B should be enough for a possible tick throw attempt or to bait a reversal.
  • Blockstrings ending in df+D into qcf+D can be followed up with st.D as a frame trap to catch mashers or attemped jump escapes out of the corner.

Cornered

  • This is where King needs to be careful, as with the majority of the other characters. Use normals to space yourself and get opponents off of you in the corner. Time your forward rolls or jumps carefully to safely get out of the corner, otherwise resort to GC Roll or GC Blow Back.
  • King's Surprise Rose and EX Trap Shot are decent reversals but they are certainly not full proof. The player needs to use some discretion while trying get back on the offense. It is generally a good idea to utilize normals, hit confirm into a combo that will help King get out of the corner, or utilize meter for GC Roll/Blow back for safer options.

Best Team Position?

Point

King has a bundle of combo starters. King BnB's are very strong in general and she can do a lot damage this way. Her zoning helps her out quite a bit. King can operate at her best in this position. Her j.D cross up after a throw is spectacular and King can get some easy BnB's in as she is able to zone her opponent with Vemon Strike. It is easy to build meter off of King for the second character. The thing is though... King actually NEEDS meter to be effective too and her EX moves are very powerful. Then again, 3 meters is enough to push the opponent over the edge. Her EX moves are very useful and her EX Trap Shot is a viable anti-air (and so is her Surprise Rose... and probably her EX Tornado kick if timed correctly as an anti-air - and the EX tornado kick DOES have invincibility start up). King can batter the opponent easily with just BnB's without utilizing too much meter and zoning the opponent carefully with her Venom Strike.

What needs to be understood is that King's mid-air Venom Strikes causes two different effects - the B version Venom Strikes causes her to land straight onto the ground after execution, while the D version pushes her back a distance to land on the ground. Her slide is useful and easily cancelled to special moves (unless the opponent guard cancels away from you, the players can get punished), and she can avoid most projectiles this way since her own hit box "shrinks" during the move. She can do a lot with just three meters and she might be one of the more better starters. Her mix-ups and rush down may take some time... her neutral game however is viable. King is the second character who can conduct cross up from a corner throw by rolling pass them. The thing is, King can rack up a serious amount of damage with just three gauges... The King player can go either way - save meter or conduct a damaging HD combo. She does have a lot of combo opportunities with three stocks and one gauges. Overall, King is one of the best starters in the game and she can easily fit into other team positions as well.


Second Position

Four meters and a full HD meter does not sound too bad... but there are other characters that can be placed in battery for a better chance of winning. King needs to watch out for rush down characters in this position and keep her space. Her air D Venom Strike cause her to propel backwards and the air B version makes her move down to the ground. These can both be advantageous for set ups and out zoning the opponent and her Tornado Kick is unsafe - if used up close, but if the opponent guards from a distance, the tip of the move, then she safe so she needs to use this sparingly to keep her distance.

Last... King can execute her HD combos here for some extra damage... in this position should save meter for the likes of Claw Iori anchors Shen and Leona might be good choices too. In this position, King would make a very powerful utility character because the player would still have plenty of access to her easier BnB combos. A very good choice for building meter and dishing out some good damage on the opponent. This is probably her second best team position because she can be played under a variety of situations, despite her obvious flaws. The first position is far more recommended than this one, however.

Anchor

King in the third character slot can work, and it is do-able, but her lack of good damage midscreen (from bnbs and HD combos) really hurts her in this position. In the corner her damage output is considerably higher, but good anchors need good combos both midscreen and in the corner. She can still be annoying with 3 to 5 gauges for her EX moves (like EX venom strike, EX tornado kick) etc.) but from the mediocre damage and lack of options from using those meters, its better off to just use those while she is in her 1st (or even 2nd) position to keep up momentum throughout the match. King can easily take out 1 or more characters from the opponent from just being annoying through zoning and her corner pressure, but once shes gone...shes gone. You would not have another character to pick up from what King left off in the entire match if you place her in the 3rd position. Overall, if King's damage was much better, and she didn't need as many meters to shell out that damage, she would be better suited as an anchor.

Character Matchups

Andy Bogard

  • Punish Andy's db~f+A on block at any range with a small walk forward then a stand B.
  • Evade Andy's light punch projectile (qcb+A) with King's df+D slide attack.
  • Andy's hcf+B can be punished on block by King's Surprise Rose super (qcfx2+K). Or the super can beat out the kick clean once it is close to King.
  • Use King's EX dp+K against Andy's EX hcf+K before it reaches you.

Ash Crimson

  • Remember that you can slide underneath Ash's fierce projectile (charge b~f+C) and Ash's qcb+A/B/C/D projectile.
  • Ash's charge b~f+K (both version) are unsafe on block and can be easily punished any of King's close normal attacks. The EX version can be punished by King's NeoMax (qcbx2+B+D).

Athena Asamiya

  • Athena's f+B can be punished on the way down by King's hcb+D, hcb+BD, qcf+BD, qcfx2+K, and her Neomax (which is qcbx2+BD). If someone delays her air qcb+B or qcb+BD (to possibly bait someone running to punish her on the way down) a hcb+BD, qcf+BD, qcf+D or qcfx2+K can beat it clean. If you have meters, it is best to use one of those EX moves or the qcfx2+K to punish it safely and with a fair amount of damage.

Benimaru Nikaido

  • Benimaru's qcf+K on block can be punished by any of her normals, but when placed at the end of a blockstring (ex. cr.Bx2, qcf+K or j.D, s.D, qcf+K) it can be punished by King's hcb+K, EX hcb+K, qcfx2+K, and her Neomax.
  • His qcf+P can be negated by King's EX qcf+K, EX hcb+K, qcfx2+K and her Neomax. It can also be punished during it's whiff recovery by her hcb+D. She can also df+D slide under the electric ball when it is active.
  • Benimaru's st.B and far C can be evaded and hit with King's df+D.

Billy Kane

Chin Gentsai

  • King's hcb+K and qcf+K whiffs completely during hcf+K (and EX) roll attack.
  • Chin's hcf+K roll attack can be punished at close range with King's stand B. At its maximum range, the push-back causes the stand B to whiff, but it can be punished with King's EX qcf+K. Chin's EX hcf+K can be punished only with King's NeoMax (qcbx2+BD).
  • Chin's hcb+P can be punished on block when used alone with King's stand B or stand C. But when hcb+A is used after a few light standing normals, can be punished reliably with King's EX qcf+K. His EX hcb+P can only be punished with King's NeoMax.

Clark Still

Duo Lon

Elisabeth Branctorche

  • Elisabeth's dp+C can be punished by King's st.B. Her EX dp+P can be punished by stand B also, but requires a small step forward because of push-back.


Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

  • If you see someone whiffing his qcf+P~f+D at half or 3/4 full screen lengths away from you, King's hcb+D (or hcb+BD) can reach him and punish him while in recovery. The damage will be very small but it will at least cause a knockdown and make the player think about whiffing it. Her qcf+BD or qcfx2+K works great as well for punishing it at that distance too.
  • K's EX qcf+P~K fireball can be evaded with an EX hcb+K when the fireball is a half-screen distance away from King.

Kim Kaphwan

  • Kim's qcb+D can be whiff punished at mid-range by King's slide (df+D), qcf+BD, hcb+K, EX hcb+K, and NeoMax (qcb, qcb+BD). At far range, it's better to use hcb+K to hit Kim before he has finished recovering. His qcb+D on block can be punished by King's st. B if you walk forward slightly.

King

Kula Diamond

Kyo Kusanagi (XIII)

  • Kyo's df+D on block, when not cancelled on the first hit, may be punished with King's hcb+D or EX hcb+D no matter how it was cancelled from. (ex. cr.B, cr.A, df+D or s.C, df+D)
  • Kyo's qcf+P and EX qcf+P can be evaded using King's hcb+K or EX hcb+K.
  • King's df+D can hit and evade Kyo's standing C (heavy punch) and D (heavy kick).
  • King's st. D can hit Kyo outside of the max range of his st. B.

Kyo Kusanagi (NESTS)

  • King's st.B can reach and hit NESTS Kyo after a blocked rdp+B near its maximum range.
  • King's qcf+BD can override NESTS Kyo's qcf+A.
  • NESTS Kyo's rdp+BD on block can be punished with a st. B or a far C in-case the push-back is outside of st. B's range.
  • NESTS Kyo's hcb+BD on block can be punished by a dp+BD, st. B, far C, qcfx2+P, qcfx2+AC, and her qcbx2+BD NeoMax.

Leona Heidern

Mai Shiranui

Mature

  • You can punish the blockstring of cl.C, qcb+B with King's qcfx2+AC before Mature recovers.
  • King's EX hcb+K can go through Mature's qcf~hcb+P once the fireball is near half screen distance away.
  • King can only punish Mature's first qcb+Px3 rekka string with her NeoMax (qcbx2+BD). The second string can be punished with her st.B, an immediately df+D, a quick run-up st.C, any of her hcb+K tornado kicks, EX qcf+K, qcfx2+K, and NeoMax. The 3rd rekka string is incredibly unsafe which can be punished with the same moves as the 2nd string but not as immediate. If the player places a cr.B, st.B (2) in-front of the full rekka strings, you may have to punish the recover much faster. King's Surprise Rose (qcfx2+P or qcfx2+AC) cannot reach Mature during the recovery of her 2nd and 3rd rekkas.

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

  • Terry's blockstring of st.C into qcb+D can be countered by King's EX dp K. While crouching, King's df+D can even make his qcb+D whiff if performed during its start up.
  • Terry's qcf+A (power wave) and EX qcf P can miss during King's hcb+K (tornado kick) at full screen. At mid-screen it is more suitable to use her EX hcb K because its start-up is faster.
  • The blockstring cr.B, cr.A, df+C can be punished by King's hcb+D, and EX hcb+K.

Vice

Yuri Sakazaki

Videos

Juicy Bits - King


King Practical Combos


King Hit Boxes

Contributors

Rex Dart [2]

Discussion Threads

Discuss at Dream Cancel

External Links

http://iplaywinner.com/kofxiii-characters/king.html

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