King (XI)
- Franz Bonaparta
- Powering up...7%
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- Joined:Sun Oct 23, 2005 07:59
Apart from what empyrian has stated above,
Combos:
-down+b, down+a, +D, +kick, SC illusion dance, DC LDM
-Jump C/D, Stand+d(2hits), +D, Double strike D/hcb+d/qcb*2 D DM(deals less dmg compared 2 2k3)
-Jump C/D,Stand+D, +d, QS any
STRATS SECTION
Her being a leader isnt recommended-but LDM can still surprise sum player or players who just dont block low. Zone with (mix it up) +A/C, Double strike B/D-3/4 or full screen distance !! Dont fireball mindlessly!!
Anti airs:
-Full/MID screen hyper jumps: Illusion dance DM or run down+C(trade hits 40% of the time, make it 51% against gato jump+d), +C/A
Anti Hops:
-stand+a/ Down+C
-HCB+D for "early" anti-air, can use stand D instead
Air-to-air/air-to-ground:
-A2A: Jump B(good priority), Jump+E(still as good as ever)
-A2G: Jump C/D, preferably D--has more frame!! JUMP A IS SHIT IGNORE IT
Poke
Stand E (Cancel to specials if blocked but not high venom tornado or trap S)
Stand C, Stand D(this is good but pretty heavy start up)
DF+D to specials-- still goes through mid hitting f-ball
Crouch b(if it hits continue doin-->down+a,df+D etc etc)
Low blockers punishers:
-hop jump+D to combos or TICK THROWS(who gives a shit just throw them asses)
TIPS: Dont waste ur time doing trap kicks(f+b,f+D), never continue ur combos if ur opp blocks them, finish them with +D,LDM and double strike only(still not that safe) so no dm,tornado,high venow etc etc. Keep ur opp grounded with kings zoning tools air2airs, fireball mixups. King doesnt fare well w/ rush down chars, doesnt mean u just turtle ;hop-in occasionally, anticipate ur opp moves early and block if ur unsure... remember tick throws are essential+ poke(Dont be 1 dimensional) Punish ur opp missed moves with close stand+d (if possible) down+a to etc2 is preferrable. Remember keep ur opponent grounded!!
NE suggestions/comments/inputs/revisions???
Combos:
-down+b, down+a, +D, +kick, SC illusion dance, DC LDM
-Jump C/D, Stand+d(2hits), +D, Double strike D/hcb+d/qcb*2 D DM(deals less dmg compared 2 2k3)
-Jump C/D,Stand+D, +d, QS any
STRATS SECTION
Her being a leader isnt recommended-but LDM can still surprise sum player or players who just dont block low. Zone with (mix it up) +A/C, Double strike B/D-3/4 or full screen distance !! Dont fireball mindlessly!!
Anti airs:
-Full/MID screen hyper jumps: Illusion dance DM or run down+C(trade hits 40% of the time, make it 51% against gato jump+d), +C/A
Anti Hops:
-stand+a/ Down+C
-HCB+D for "early" anti-air, can use stand D instead
Air-to-air/air-to-ground:
-A2A: Jump B(good priority), Jump+E(still as good as ever)
-A2G: Jump C/D, preferably D--has more frame!! JUMP A IS SHIT IGNORE IT
Poke
Stand E (Cancel to specials if blocked but not high venom tornado or trap S)
Stand C, Stand D(this is good but pretty heavy start up)
DF+D to specials-- still goes through mid hitting f-ball
Crouch b(if it hits continue doin-->down+a,df+D etc etc)
Low blockers punishers:
-hop jump+D to combos or TICK THROWS(who gives a shit just throw them asses)
TIPS: Dont waste ur time doing trap kicks(f+b,f+D), never continue ur combos if ur opp blocks them, finish them with +D,LDM and double strike only(still not that safe) so no dm,tornado,high venow etc etc. Keep ur opp grounded with kings zoning tools air2airs, fireball mixups. King doesnt fare well w/ rush down chars, doesnt mean u just turtle ;hop-in occasionally, anticipate ur opp moves early and block if ur unsure... remember tick throws are essential+ poke(Dont be 1 dimensional) Punish ur opp missed moves with close stand+d (if possible) down+a to etc2 is preferrable. Remember keep ur opponent grounded!!
NE suggestions/comments/inputs/revisions???
Last edited by Franz Bonaparta on Wed Mar 08, 2006 05:41, edited 1 time in total.
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jump a is actually not shit. It's something like kula's hopping punches: very fast and can combo after landing. It's just that, as AcidicEnema put it, her hops aren't as good as kula's, so naturally the stuff she does from them aren't as good
crouching C is deadly as anti-air, as it always was.
Also, it would be a good idea to try to zone the opponent out unless you're going in. If you're waiting for the opponent to make their move, throw a mix of top and under venoms. Just don't abuse them: shen's punch super can go through both from about at least 1/3 screen away
crouching C is deadly as anti-air, as it always was.
Also, it would be a good idea to try to zone the opponent out unless you're going in. If you're waiting for the opponent to make their move, throw a mix of top and under venoms. Just don't abuse them: shen's punch super can go through both from about at least 1/3 screen away
- Franz Bonaparta
- Powering up...7%
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- Joined:Sun Oct 23, 2005 07:59
Ok, thanks for the info ill try it today hehehe. Yup KIng's pretty limited in terms of combos. King hasnt got an "expert" level combos since 97(s.rose infinite) as far as im concerned.~!T.T!~ wrote:jump a is actually not shit. It's something like kula's hopping punches: very fast and can combo after landing. It's just that, as AcidicEnema put it, her hops aren't as good as kula's, so naturally the stuff she does from them aren't as good
- Perfect Stranger
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Her B tornado kick is actually decent anti-air. It's just that the damage is ridiculously low now, and you can't combo with the sillent flash anymore outside of a corner (and I think the damage isn't fantastic even if you do get it to connect). It trades a little more often than it did in 2k3, unfortunately.
So why do I still say it's decent? Well, it does hit the opponent, and if I remember correctly gives you enough frame advantage to turn the offensive tide against someone hopping in on you.
So why do I still say it's decent? Well, it does hit the opponent, and if I remember correctly gives you enough frame advantage to turn the offensive tide against someone hopping in on you.
- Franz Bonaparta
- Powering up...7%
- Posts:109
- Joined:Sun Oct 23, 2005 07:59
Yup, B tornado's dmg is so low its scary i usually use D tornado as an early anti-air, and i can get near to my opponent, if i wanna be offensive. Silent flash is still comboable like before, but just ignore that B tornado kick, it gets scaled pretty badly. If you do CORNER stand d, +d, +b, SF DM the damage is more or less the same as if you do the combo without the tornado kick. Well, SF DM priority is just average at best, but im liking the changes. In 2k3 u can use it as anti-all!! Hops,low b's,high jumps (if timed right) it was too good imo. SNKP i want/need that mirage dance command throw please bring it backPerfect Stranger wrote:Her B tornado kick is actually decent anti-air. It's just that the damage is ridiculously low now, and you can't combo with the sillent flash anymore outside of a corner (and I think the damage isn't fantastic even if you do get it to connect). It trades a little more often than it did in 2k3, unfortunately.
- Franz Bonaparta
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- Bankotsu
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I highly recommend you to use trapshot very often: it works so so as antiair and works very good for poke after the opponent do a combo, I always do trap kicks (then the opponent try to punish me) and then trap shot and super cancel to Ilusion dance, it works very good, even when the opponent blocks the trapshot and try to punish me I do it again and hits
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