Line 9: | Line 9: | ||
{{KeyMove| d/f+2,1| counter=core}} | {{KeyMove| d/f+2,1| counter=core}} | ||
{{KeyMove| d/f+1,2| poke=core|mixup=secondary|}} | {{KeyMove| d/f+1,2| poke=core|mixup=secondary|}} | ||
{{KeyMove|u/f+4|mixup=core|}} | |||
{{KeyMove|f+1+4|poke=extra}} | {{KeyMove|f+1+4|poke=extra}} | ||
}} | }} | ||
Line 26: | Line 27: | ||
;d/f+1,2 | ;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. | :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. | ||
;u/f+4 | |||
:King's 15-frame launch punish from standing and another unparryable mid that can be used to capitalize on hard reads on opponents who like to duck throws. | |||
{{BlueOrange | {{BlueOrange |
Revision as of 13:10, 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 | |||||||
u/f+4 | |||||||
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.
- u/f+4
- King's 15-frame launch punish from standing and another unparryable mid that can be used to capitalize on hard reads on opponents who like to duck throws.
Tracks left
Tracks both
Tracks right