Line 15: | Line 15: | ||
; 2,1 | ; 2,1 | ||
: h,m jab string that gives good frame advantage on hit. After it hits, any buffered throws or moves faster than 18 frames are uninterruptable. | : 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 | ; f,f,n,2 |
Revision as of 12:57, 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 | |||||||
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.
Tracks left
Tracks both
Tracks right