King(KOFXI)

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King
キング
KOFXI king full.png
Tiers & Ranking
Tier: B
Ratio Cost: 4 Points
Properties
Damage Modifier: 1.05
Stun Modifier: 1.02
Crouch height (Tier): C

Colors

KOFXI king S.png KOFXI king X.png KOFXI king T.png KOFXI king C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI king R1S.png KOFXI king R1X.png KOFXI king R1T.png KOFXI king R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI king L1S.png KOFXI king L1X.png KOFXI king L1T.png KOFXI king L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Quick Guide (WIP)

King is a zoning-type character with a strong keep-away game, good damage but overall low shift synergy.
She is best played as a point since she works perfectly fine by herself without any meter.

Neutral

King excells on range. Mix up your high, low and double Venom Strikes (236P,236K, 236236K) with your extremely strong anti-airs (63214B, 421K and even 214214B).
(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.
2363214K can be used to go through some projectiles on reaction, eg. Jazu's projectile super or his normal fireball.

Offense

To get in, you can use 236B, then run after it. 236B travels very slowly and is a low hit. If your opponent jumps, anti-air them with 63214B, otherwise use a smalljump to start your pressure.
Once you are close, use any chain (eg. 5D(2) or 2B>2A) into 3D, then cancel the 3D - or don't, this is a guessing game, since the 3D is safe on block even if not cancelled.
Your preferred cancels off of 3D(cancel) are delay 421K (bread n butter combo), or 236B (big gap but very + on block) or 236236K (blockstring /combo).
Smalljump / jump D and smalljump C can be used for pressure once close. (Small-)jump C can cross up if timed correctly.
Once you score a hard knockdown (eg. after 6B>6D), you can use King's forward roll for a 50/50 left-right mixup. This mixup is particularly hard to see because King's sprite and her collision are disjointed from each other (it looks like you are behind your opponent, then you suddenly reappear in front of them). See further below for a .gif.

Defense

In a pinch, 2C can be used as an anti-air, but 63214B is preferred since it has a good hitbox and invulnerability during its startup. If you hit your opponent airborne with 63214B, you can often followup with a 63214D or even a 214214B.
421K is also a very good defensive tool - it is invulnerable during startup, but unsafe on block.
One of King's weaknesses is the range of her normals - there is an awkward distance just outside of your own sweep range where your only two normals that can hit your opponent are 5D(f), which is slow, and 3D, which can be unsafe. Try to avoid ending up in this distance, and when you do, try to back off if you can.

Frame Data

Short List
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 12 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.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi king 5A(c).png 7 3 +6 +5
5A(f) Kofxi king 5A(f).png 7 6 +2 +1
5B(c) Kofxi king 5B(c).png 6 6 +3 +2 Low Hit
5B(f) Kofxi king 5B(f).png 11 6 +1 +0 Airborne F7-19. 4F landing recovery.
5C(c) Kofxi king 5C(c).png 9 6 +1 +0
5C(f) Kofxi king 5C(f).png 10 6 +1 +0
5D(c) Kofxi king 5D(c) 1.pngKofxi king 5D(c) 2.png 6 3+7 -1 -2
5D(f) Kofxi king 5D(f).png 12 8 -3 -4
5E Kofxi king 5E.png 14 5 KD +2 F10-26 airborne. 6F landing recovery.
GC Kofxi king GC.png 6 5 KD -15
6B Kofxi king 6B.png 14 8 -19 -14 F10-30 airborne. 18F landing recovery. More unsafe on hit than on guard.
6B>6D Kofxi king 6B6D 1.pngKofxi king 6B6D 2.png 12 2+2 KD -2 Overhead. 18F landing recovery.
Saving Shift Kofxi king saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi king 2A.png 5 5 +3 +2
2B Kofxi king 2B.png 5 6 +3 +2
2C Kofxi king 2C 1.pngKofxi king 2C 2.png 10 4+4 -2 -3
2D Kofxi king 2D.png 8 10 KD -3
3D Kofxi king 3D.png 14 9 KD -8 Low hit. Small hitbox F4-9. Low profile F10-22.
3D(cancel) Kofxi king 3D(cancel).png 11 9 -2 -3 Not a low hit. Small hitbox F3-6. Low profile F7-19. No knockdown. Special Cancel.
Jump Attacks
Move Hitbox Startup Active Note
smalljump A Kofxi king smalljump A.png 8 12 smalljump & jump A same hurtbox & hitbox, but smalljump A hitbox is placed further out
j.A Kofxi king jump A.png 8 12 jump & smalljump A same hurtbox & hitbox, but j.A hitbox is placed closer to King
smalljump B Kofxi king smalljump B.png 8 12 smalljump & jump B same hitbox, but hurtbox on leg is way bigger downwards.
jump B Kofxi king jump B.png 8 12 jump & smalljump B same hitbox, but hurtbox on leg is way shorter downwards.
smalljump C Kofxi king smalljump C.png 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 Kofxi king jump C.png 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).
smalljump D Kofxi king smalljump D.png 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 Kofxi king jump D.png 9 5 jump & smalljump D same hitbox size but jump D hitbox is placed further down & has a bigger vertical hurtbox on the leg
smalljump E Kofxi king smalljump E 1.pngKofxi king smalljump E 2.png 13/16 3+3 2 hits. Smalljump & jump E are the same.
j.E Kofxi king jump E 1.pngKofxi king jump E 2.png 13/16 3+3 2 hits. Smalljump & jump E are the same.
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
236A Kofxi king 236A 1.pngKofxi king 236A 2.png 12 n -12* -13* F1-21 Counterhit-State. F7-35 airborne. 20F landing recovery. *=point blank.
236C Kofxi king 236C 1.pngKofxi king 236C 2.png 8 n -22* -23* F1-17 Counterhit-State. F3-31 Airborne. 30F landing recovery. *=point blank.
236B Kofxi king 236B 1.pngKofxi king 236B 2.png 25 n +5* +4* Low hit. F1-28 Counterhit-State. 51F total duration. *=point blank.
236D Kofxi king 236D 1.pngKofxi king 236D 2.png 14 n -7* -8* Low hit. F1-18 Counterhit-State. 52F total duration. *=point blank.
236236B Kofxi king 236236B 1.pngKofxi king 236236B 2.png 16/38 n+n KD -11* F1-51 Counterhit-State. Airborne F7-26 & 31-51. 79F total duration. *=point blank
236236D Kofxi king 236236D 1.pngKofxi king 236236D 2.png 14/36 n+n KD -18* F1-49 Counterhit-State. Airborne F5-24 & 29-49. 84F total duration. *=point blank
63214B Kofxi king 63214B 1.pngKofxi king 63214B 2.pngKofxi king 63214B 3.png 8 9 KD -21 F1-7 invul. 14F landing recovery.
63214D Kofxi king 63214D 1.pngKofxi king 63214D 2.pngKofxi king 63214D 3.png 11 6+6 KD -8* F1-7 invul. 23F landing recovery. *=point blank.
421K Kofxi king 421K 1.pngKofxi king 421K 2.pngKofxi king 421K 3.png 10 3 KD -18 F1-5 invul. Feet invul F6-15. No combo damage scaling.
2363214B Kofxi king 2363214B 1.pngKofxi king 2363214B 2.pngKofxi king 2363214B 3.png 12 28 KD -38 F1-26 invul. 35F landing recovery.
2363214D Kofxi king 2363214D 1.pngKofxi king 2363214D 2.pngKofxi king 2363214D 3.png 17 29 KD -40 F1-31 invul. 35F landing recovery.
214214K Kofxi king 214214K 1.pngKofxi king 214214K 2.pngKofxi king 214214K 3.pngKofxi king 214214K 4.pngKofxi king 214214K 5.png 5 6+2+6+6 KD -31/-35* F1 only invul. F2 airborne. *standing/crouching guard
236236E Kofxi king 236236E 1.pngKofxi king 236236E 2.png 5 n KD -11* F1 invul. Starts with a high venom strike. Juggle anywhere. *=last hit, point blank.
214214E Kofxi king 214214E 1.pngKofxi king 214214E 2.png 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.
  • Trap Shoot can become unblockable when hitting with it from far away, see here
  • 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.

Kofxi king front roll.gif

Combos

Basic Combos

  • 5D(2) or (2B>2A) >3D> then...
    • delay 421K: bread and butter combo.
    • no delay 236236D
    • delay 214214K (a tiny bit more damage than 421K, but costs a stock)
    • 236236/214214E (high damage)
    • Quick Shift
  • Anti-air 63214B link 63214D: only works if the opponent is high up.
  • 63214B link 214214K: only up close.

Team Combos

King & Vanessa

  • Corner combo into 421K, last hit QS Vanessa > land > 236236E, 214B-6C... etc

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