Line 8: | Line 8: | ||
{{KeyMove|f,f,n,2|mixup=core|counter=secondary}} | {{KeyMove|f,f,n,2|mixup=core|counter=secondary}} | ||
{{KeyMove| d/f+2,1| counter=core}} | {{KeyMove| d/f+2,1| counter=core}} | ||
{{KeyMove| d/f+1,2| poke=core|mixup=secondary|}} | |||
{{KeyMove|f+1+4|poke=extra}} | {{KeyMove|f+1+4|poke=extra}} | ||
}} | }} | ||
Line 22: | Line 23: | ||
; d/f+2,1 | ; d/f+2,1 | ||
: Delayable and hit-confirmable counterhit tool to use against offense that evades high attacks. | : Delayable and hit-confirmable counterhit tool to use against offense that evades high attacks. | ||
;d/f+1,2 | |||
:Delayable double mid natural hit combo that works as an excellent poke for being an unparryable elbow on the first hit and works great as a move to use to discourage opponents from trying to duck King's throw mixups. | |||
{{BlueOrange | {{BlueOrange | ||
|left={{Dotlist| | |left={{Dotlist| |
Revision as of 13:03, 3 February 2024
King |
---|
Key moves
Function | |
---|---|
Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
---|---|---|---|---|---|---|---|
1,2,1 | |||||||
2,1 | |||||||
b+1,2 | |||||||
f,f,n,2 | |||||||
d/f+2,1 | |||||||
d/f+1,2 | |||||||
f+1+4 |
- 1,2,1
- Very useuful h,h,m jab string to defend against mashers. The final hit gives +10 on CH, making 2,1 guaranteed for an extra 25 damage.
- 2,1
- h,m jab string that is King's best 10-frame punish and gives good frame advantage on hit. After it hits, any buffered throws or moves faster than 18 frames are uninterruptable.
- f,f,n,2
- Good advancing low to open up defensive opponents and force mixups with heavy frame advantage.
- d/f+2,1
- Delayable and hit-confirmable counterhit tool to use against offense that evades high attacks.
- d/f+1,2
- Delayable double mid natural hit combo that works as an excellent poke for being an unparryable elbow on the first hit and works great as a move to use to discourage opponents from trying to duck King's throw mixups.
Tracks left
Tracks both
Tracks right