King |
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Key moves
Function | |
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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.
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Tracks both
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