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.jpg KOFXI king X.jpg KOFXI king T.jpg KOFXI king C.jpg
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI king R1S.jpg KOFXI king R1X.jpg KOFXI king R1T.jpg KOFXI king R1C.jpg
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.jpg KOFXI king L1X.jpg KOFXI king L1T.jpg KOFXI king L1C.jpg
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

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.
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.
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. Low profile from F10.
3D(can) 11 9 -2 -3 Not a low hit. Low profile from F7. No knockdown. Special Cancel.
236A 11 n -12* -13* Airborne F7. 20F landing recovery. *=point blank.
236C 8 n -22* -23* Airborne F3. 30F landing recovery. *=point blank.
236B 25 n +5* +4* Low hit. 51F total duration. *=point blank.
236D 14 n -7* -8* Low hit. 52F total duration. *=point blank.
236236B 17 n+n KD -11* Airborne F7-26 & 31-51. 79F total duration. *=point blank
236236D 14 n+n KD -18* Airborne F5-24 & 29-49. 84F total duration. *=point blank
63214B 8 9 KD -21 F1-7 invul
63214D 11 6+6 KD -8 F1-7 invul
421K 10 3 KD -18 F1-5 invul. F5-15 airborne.
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 invul. F2 airborne. *standing/crouching guard
236236E 5 n KD -11* F1 invul. Starts with a high venom strike. *=last hit, point blank.
214214E 7 n KD -11* F1-3 invul. Starts with a low venom strike. *=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.
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.
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 profile from F10.
3D(cancel) Kofxi king 3D(cancel).png 11 9 -2 -3 Not a low hit. Low profile from F7. 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 Adv Note
236A Datei:Kofxi king 236A.png 12 ? ?
236C Datei:Kofxi king 236C.png 8 ? ?
236B Datei:Kofxi king 236B.png 25 ? ?
236D Datei:Kofxi king 236D.png 14 ? ?
236236B Datei:Kofxi king 236236B.png 16 ? ?
236236D Datei:Kofxi king 236236D.png 14 ? ?
63214B Datei:Kofxi king 63214B.png 8 ? ?
63214D Datei:Kofxi king 63214D.png 11 ? ?
421K Datei:Kofxi king 421K.png 10 ? ?
2363214B Datei:Kofxi king 2363214B.png 12 ? ?
2363214D Datei:Kofxi king 2363214D.png 16 ? ?
214214K Datei:Kofxi king 214214K.png 5 ? ?
236236E Datei:Kofxi king 236236E.png 5 ? ?
214214E Datei:Kofxi king 214214E.png 7 ? ?

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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