King(KOFXI): Unterschied zwischen den Versionen

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|L1+circle=[[Datei:KOFXI king L1C.png]]
|L1+circle=[[Datei:KOFXI king L1C.png]]
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== 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'''<br>
: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'''<br>
: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'''<br>
: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==
==Frame Data==
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*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]]
==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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