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
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.
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber