
Despite it looking intimidating, it does not make for a reliable AA option, but the B version does sport a decent amount of invulnerability frames to reversal grounded opponents with, and has low invul afterwards. Kick flys at about a 45 degree angle in an upward kick series. Tornado Kick (hcb + K) - This is the "new" version of King's Tornado Kick, differing from her '95 style version that covered more horizontal ground.If they block the kicks, be ready to gauge the opponent's response (sweep, hop, block.) and act accordingly, or just block. Generally safe on block and can be canceled into for a blockstring. The harder version causes her to run forward further before kicking and logically has more startup. Mirage Kick (hcb + P) - King runs forward and does four kicks.


Pretty safe on block due to the pushback. Having it connect from the second hit of cl.D can vary on spacing and character hitboxes, so the main way of landing this special is from canceling a cr.A or cl.B. Despite its large hitbox, it is never a good move to use as an anti-air as it loses or trades (with trades never being in your favor). Trap Shot (dp + K) - King's backflip kick into a ranbu.Due to it's nature to drop opponents use with caution, but it can make for an alright move to throw out unexpectedly to cause chip damage and is hard to punish on block, but it can be AA'd fairly easily. C version travels further out once reaching the apex. The second hit is what causes the launch, so against crouchers or from a distance the move fails to combo. King hits the opponent twice on her way up, and then kicks them on the way down. Surprise Rose (dp + P) - Another DM turned into a special.The second strike will only combo against a cornered opponent, but the move makes a great blockstring tool and the second strike works as a frametrap for catching opponents trying to jump or do anything after the first hit.
#The king of fighters 98 cover for free
However, the duration and recovery are hefty, so prepare to be jumped in on for free if abused from full screen (Or prepare to eat fullscreen Maiden Masher every time). The second projectile on the D version will travel the full screen.

Her slide has a deceptive range and catches opponents walking, while also AAing jumps if timed right. st.D, cr.C, and j.CD are enough to keep players out of the air alone, while df.D, st.CD, and st.D/C are her main grounded pokes. You want to play a more passive lockdown with King, no straight rushdown, not always zoning, but using her tools to keep opponents blocking and stuck until they make a mistake. King excels at a mid range where you can control the immediate space in front of her with pokes, bat down jumps with cr.C, and safely use venom strikes with less fear of jumps.
