King(KOFXI): Unterschied zwischen den Versionen

 
(5 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 34: Zeile 34:
:(Small-)j.B is an extremely strong air-to-air that can be used preemptively, if you expect your opponent to (small-)jump. Likewise, j.E can be used preventively against jump attempts - it has a nice hitbox upwards.
:(Small-)j.B is an extremely strong air-to-air that can be used preemptively, if you expect your opponent to (small-)jump. Likewise, j.E can be used preventively against jump attempts - it has a nice hitbox upwards.
:Once your opponent is closer and is waiting for Venom Strikes they can jump over, you can start using 6B>6D from mid distance, which is an overhead and causes hard knockdown. 63214D from max range is also a good choice to stop approaches from the ground.
:Once your opponent is closer and is waiting for Venom Strikes they can jump over, you can start using 6B>6D from mid distance, which is an overhead and causes hard knockdown. 63214D from max range is also a good choice to stop approaches from the ground.
:2363214K can be used to go through some projectiles on reaction, eg. Jazu's projectile super or his normal fireball.


'''Offense'''<br>
'''Offense'''<br>
Zeile 111: Zeile 112:
| j.E ||13/16 || 3+3 || /|| / ||2 hits. Smalljump & jump E are the same.
| j.E ||13/16 || 3+3 || /|| / ||2 hits. Smalljump & jump E are the same.
|-
|-
| 236A ||12 || n || <span style="color: red;">-12*</span> || <span style="color: red;">-13*</span> ||F1-21 Counterhit-State. F7-35 Airborne. 20F landing recovery. *=point blank.
| 236A ||12 || n || <span style="color: red;">-12*</span> || <span style="color: red;">-13*</span> ||55F total duration. F1-21 Counterhit-State. F7-35 Airborne. 20F landing recovery. *=point blank.
|-
|-
| 236C ||8 || n || <span style="color: red;">-22*</span> || <span style="color: red;">-23*</span> ||F1-17 Counterhit-State. F3-31 Airborne. 30F landing recovery. *=point blank.
| 236C ||8 || n || <span style="color: red;">-22*</span> || <span style="color: red;">-23*</span> ||61F total duration. F1-17 Counterhit-State. F3-31 Airborne. 30F landing recovery. *=point blank.
|-
|-
| 236B ||25 || n || <span style="color: blue;">+5*</span> || <span style="color: blue;">+4*</span> ||Low hit. F1-28 Counterhit-State. 51F total duration. *=point blank.
| 236B ||25 || n || <span style="color: blue;">+5*</span> || <span style="color: blue;">+4*</span> ||Low hit. 51F total duration. F1-28 Counterhit-State. 51F total duration. *=point blank.
|-
|-
| 236D ||14 || n || <span style="color: red;">-7*</span> || <span style="color: red;">-8*</span> ||Low hit. F1-18 Counterhit-State. 52F total duration. *=point blank.
| 236D ||14 || n || <span style="color: red;">-7*</span> || <span style="color: red;">-8*</span> ||Low hit. 52F total duration. F1-18 Counterhit-State. 52F total duration. *=point blank.
|-
|-
| 236236B ||16/38 || n+n || KD || <span style="color: red;">-11*</span> ||F1-51 Counterhit-State. Airborne F7-26 & 31-51. 79F total duration. Juggle anywhere. *=point blank
| 236236B ||16/38 || n+n || KD || <span style="color: red;">-11*</span> ||79F total duration. F1-51 Counterhit-State. Airborne F7-26 & 31-51. 79F total duration. Juggle anywhere. *=point blank
|-
|-
| 236236D ||14 || n+n || KD || <span style="color: red;">-18*</span> ||F1-49 Counterhit-State. Airborne F5-24 & 29-49. 84F total duration.  Juggle anywhere. *=point blank
| 236236D ||14 || n+n || KD || <span style="color: red;">-18*</span> ||84F total duration. F1-49 Counterhit-State. Airborne F5-24 & 29-49. 84F total duration.  Juggle anywhere. *=point blank
|-
|-
| 63214B ||8 || 9 || KD || <span style="color: red;">-21</span> ||F1-7 invul. 14F landing recovery.
| 63214B ||8 || 9 || KD || <span style="color: red;">-21</span> ||F1-7 invul. 14F landing recovery.
Zeile 359: Zeile 360:
| style="background-color:#F9F9F9;" |<span style="color: red;">-12</span>*
| style="background-color:#F9F9F9;" |<span style="color: red;">-12</span>*
| style="background-color:#F9F9F9;" |<span style="color: red;">-13</span>*
| style="background-color:#F9F9F9;" |<span style="color: red;">-13</span>*
| style="background-color:#F9F9F9;" |F1-21 Counterhit-State. F7-35 airborne. 20F landing recovery. *=point blank.
| style="background-color:#F9F9F9;" |55F total duration. F1-21 Counterhit-State. F7-35 airborne. 20F landing recovery. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |'''236C'''
Zeile 367: Zeile 368:
| style="background-color:#F9F9F9;" |<span style="color: red;">-22</span>*
| style="background-color:#F9F9F9;" |<span style="color: red;">-22</span>*
| style="background-color:#F9F9F9;" |<span style="color: red;">-23</span>*
| style="background-color:#F9F9F9;" |<span style="color: red;">-23</span>*
| style="background-color:#F9F9F9;" |F1-17 Counterhit-State. F3-31 Airborne. 30F landing recovery. *=point blank.
| style="background-color:#F9F9F9;" |61F total duration. F1-17 Counterhit-State. F3-31 Airborne. 30F landing recovery. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''236B'''
| style="background-color:#F9F9F9;" |'''236B'''
Zeile 375: Zeile 376:
| style="background-color:#F9F9F9;" |<span style="color: blue;">+5*</span>
| style="background-color:#F9F9F9;" |<span style="color: blue;">+5*</span>
| style="background-color:#F9F9F9;" |<span style="color: blue;">+4*</span>
| style="background-color:#F9F9F9;" |<span style="color: blue;">+4*</span>
| style="background-color:#F9F9F9;" |Low hit. F1-28 Counterhit-State. 51F total duration. *=point blank.
| style="background-color:#F9F9F9;" |Low hit. 51F total duration. F1-28 Counterhit-State. 51F total duration. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''236D'''
| style="background-color:#F9F9F9;" |'''236D'''
Zeile 383: Zeile 384:
| style="background-color:#F9F9F9;" |<span style="color: red;">-7*</span>
| style="background-color:#F9F9F9;" |<span style="color: red;">-7*</span>
| style="background-color:#F9F9F9;" |<span style="color: red;">-8*</span>
| style="background-color:#F9F9F9;" |<span style="color: red;">-8*</span>
| style="background-color:#F9F9F9;" |Low hit. F1-18 Counterhit-State. 52F total duration. *=point blank.
| style="background-color:#F9F9F9;" |Low hit. 52F total duration. F1-18 Counterhit-State. 52F total duration. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''236236B'''
| style="background-color:#F9F9F9;" |'''236236B'''
Zeile 391: Zeile 392:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |<span style="color: red;">-11*</span>
| style="background-color:#F9F9F9;" |<span style="color: red;">-11*</span>
| style="background-color:#F9F9F9;" |F1-51 Counterhit-State. Airborne F7-26 & 31-51. 79F total duration. *=point blank
| style="background-color:#F9F9F9;" |79F total duration. F1-51 Counterhit-State. Airborne F7-26 & 31-51. 79F total duration. *=point blank
|-
|-
| style="background-color:#F9F9F9;" |'''236236D'''
| style="background-color:#F9F9F9;" |'''236236D'''
Zeile 399: Zeile 400:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |<span style="color: red;">-18*</span>
| style="background-color:#F9F9F9;" |<span style="color: red;">-18*</span>
| style="background-color:#F9F9F9;" |F1-49 Counterhit-State. Airborne F5-24 & 29-49. 84F total duration. *=point blank
| style="background-color:#F9F9F9;" |84F total duration. F1-49 Counterhit-State. Airborne F5-24 & 29-49. 84F total duration. *=point blank
|-
|-
| style="background-color:#F9F9F9;" |'''63214B'''
| style="background-color:#F9F9F9;" |'''63214B'''
Zeile 468: Zeile 469:
==Special Attributes & Bugs==
==Special Attributes & Bugs==
*Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
*Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
*Trap Shoot can become unblockable when hitting with it from far away, see [https://twitter.com/dagun7676/status/1469979346832359428 here]
*Has no collision on back Ukemi (can run through)
*Has no collision on back Ukemi (can run through)
*King's Front Ukemi takes 26+1F instead of the regular 22+1F
*King's Front Ukemi takes 26+1F instead of the regular 22+1F
*There is a very conditional bug where trap shot (421K) becomes unblockable. King has to be cornered, hit at the very edge of the hitbox with the attack and the opponent has to be in crouch guard. Demonstration by tacchi [https://x.com/dagun7676/status/1473076040780361728 here].
*King's front roll has her collision way behind her sprite. This can be used for tricky left/right okizeme that looks like King crosses up, when in fact she doesn't and ends up where she left off.<br>
*King's front roll has her collision way behind her sprite. This can be used for tricky left/right okizeme that looks like King crosses up, when in fact she doesn't and ends up where she left off.<br>
[[bild:kofxi_king_front_roll.gif]]
[[bild:kofxi_king_front_roll.gif]]
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