King(KOFXI): Unterschied zwischen den Versionen
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| 3D(can) ||11 || 9 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||Not a low hit. No knockdown. Special Cancel. Small hitbox F3-6. Low profile F7-19. | | 3D(can) ||11 || 9 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||Not a low hit. No knockdown. Special Cancel. Small hitbox F3-6. Low profile F7-19. | ||
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| small A ||8 || 12 || /|| / ||smalljump & jump A same hurtbox & hitbox, but smalljump A hitbox is placed further out | |||
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| j.A ||8 || 12 || /|| / ||jump & smalljump A same hurtbox & hitbox, but j.A hitbox is placed closer to King | |||
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| small B ||8 || 12 || /|| / ||smalljump & jump B same hitbox, but hurtbox on leg is way bigger downwards. | |||
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| j.B ||8 || 12 || /|| / ||jump & smalljump B same hitbox, but hurtbox on leg is way shorter downwards. | |||
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| small C ||10 || 6 || /|| / ||smalljump & jump C same body hurtbox position + size & same hitbox size. Smalljump C arm hurtbox is smaller & hitbox is placed further downwards (better). | |||
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| j.C ||10 || 8 || /|| / ||smalljump & jump C same body hurtbox position + size & same hitbox size. Jump C arm hurtbox is bigger & hitbox is placed further up (worse). | |||
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| small D ||11 || 5 || /|| / ||smalljump & jump D same hitbox size but smalljump D hitbox is placed further up & has a smaller vertical hurtbox on the leg | |||
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| j.D ||9 || 5 || /|| / ||jump & smalljump D same hitbox size but jump D hitbox is placed further down & has a bigger vertical hurtbox on the leg | |||
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| small E ||13/16 || 3+3 || /|| / ||2 hits. Smalljump & jump E are the same. | |||
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| j.E ||13/16 || 3+3 || /|| / ||2 hits. Smalljump & jump E are the same. | |||
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| 236A ||11 || 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 ||11 || 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. |
Version vom 6. September 2021, 21:54 Uhr
King キング | |
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Tiers & Ranking | |
Tier: | B |
Ratio Cost: | 4 Points |
Properties | |
Damage Modifier: | 1.05 |
Stun Modifier: | 1.02 |
Crouch height (Tier): | C |
Colors
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 7 | 3 | +6 | +5 | |
5A(f) | 7 | 6 | +2 | +1 | |
5B(c) | 6 | 6 | +3 | +2 | Low Hit |
5B(f) | 11 | 6 | +1 | +0 | Airborne F7-19. 4F landing recovery. |
5C(c) | 9 | 6 | +1 | +0 | |
5C(f) | 10 | 6 | +1 | +0 | |
5D(c) | 6 | 3+7 | -1 | -2 | |
5D(f) | 12 | 8 | -3 | -4 | |
5E | 14 | 5 | KD | +2 | F10-26 airborne. 6F landing recovery. |
GC | 6 | 5 | KD | -15 | |
6B | 14 | 8 | -19 | -14 | F10-30 airborne. 18F landing recovery. More unsafe on hit than on guard. |
>6D | 12 | 2+2 | KD | -2 | Overhead. 18F landing recovery. |
Saving Shift | ? | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). |
2A | 5 | 5 | +3 | +2 | |
2B | 5 | 6 | +3 | +2 | |
2C | 10 | 4+4 | -2 | -3 | |
2D | 8 | 10 | KD | -3 | |
3D | 14 | 9 | KD | -8 | Low hit. Small hitbox F4-9. Low profile F10-22. |
3D(can) | 11 | 9 | -2 | -3 | Not a low hit. No knockdown. Special Cancel. Small hitbox F3-6. Low profile F7-19. |
small A | 8 | 12 | / | / | smalljump & jump A same hurtbox & hitbox, but smalljump A hitbox is placed further out |
j.A | 8 | 12 | / | / | jump & smalljump A same hurtbox & hitbox, but j.A hitbox is placed closer to King |
small B | 8 | 12 | / | / | smalljump & jump B same hitbox, but hurtbox on leg is way bigger downwards. |
j.B | 8 | 12 | / | / | jump & smalljump B same hitbox, but hurtbox on leg is way shorter downwards. |
small C | 10 | 6 | / | / | smalljump & jump C same body hurtbox position + size & same hitbox size. Smalljump C arm hurtbox is smaller & hitbox is placed further downwards (better). |
j.C | 10 | 8 | / | / | smalljump & jump C same body hurtbox position + size & same hitbox size. Jump C arm hurtbox is bigger & hitbox is placed further up (worse). |
small D | 11 | 5 | / | / | smalljump & jump D same hitbox size but smalljump D hitbox is placed further up & has a smaller vertical hurtbox on the leg |
j.D | 9 | 5 | / | / | jump & smalljump D same hitbox size but jump D hitbox is placed further down & has a bigger vertical hurtbox on the leg |
small 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 | 11 | n | -12* | -13* | F1-21 Counterhit-State. F7-35 Airborne. 20F landing recovery. *=point blank. |
236C | 8 | n | -22* | -23* | F1-17 Counterhit-State. F3-31 Airborne. 30F landing recovery. *=point blank. |
236B | 25 | n | +5* | +4* | Low hit. F1-28 Counterhit-State. 51F total duration. *=point blank. |
236D | 14 | n | -7* | -8* | Low hit. F1-18 Counterhit-State. 52F total duration. *=point blank. |
236236B | 16/38 | n+n | KD | -11* | F1-51 Counterhit-State. Airborne F7-26 & 31-51. 79F total duration. Juggle anywhere. *=point blank |
236236D | 14 | n+n | KD | -18* | F1-49 Counterhit-State. Airborne F5-24 & 29-49. 84F total duration. Juggle anywhere. *=point blank |
63214B | 8 | 9 | KD | -21 | F1-7 invul. 14F landing recovery. |
63214D | 11 | 6+6 | KD | -8* | F1-7 invul. 23F landing recovery. *=point blank. |
421K | 10 | 3 | KD | -18 | F1-5 invul. Feet invul F6-15. No combo damage scaling. |
2363214B | 12 | 28 | KD | -38 | F1-26 invul. 35F landing recovery. |
2363214D | 17 | 29 | KD | -40 | F1-31 invul. 35F landing recovery. |
214214K | 5 | 6+2+6+6 | KD | -31/-35* | F1 only invul. F2 airborne. *standing/crouching guard |
236236E | 5 | n | KD | -11* | F1 invul. Airborne from F2. Starts with a high venom strike. Juggle anywhere. *=last hit, point blank. |
214214E | 7 | n | KD | -11* | F1-3 invul. Starts with a low venom strike. Juggle anywhere. *=last hit, point blank. |
Special Attributes & Bugs
- Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
- 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 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.
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