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The king of fighters 98 cover
The king of fighters 98 cover









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.

the king of fighters 98 cover the king of fighters 98 cover

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.

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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.

  • Double Strike (qcf qcf + K) - DM turned special, Double Strike shoots two venom strikes, where the second one reaches further than the first.
  • A good move to cancel normals into to lock down opponents and zone. Can be avoided by slides or low DMs (aka Maiden Masher), so watch out for that. The recovery is on the heavier side, so use carefully and be ready to AA. The B version's range reaches a little over half screen, and the D version covers around 90% of the screen, being avoidable by the opponent at fullscreen.
  • Venom Strike (qcf + K) - King's projectile, on the weaker end of the AoF projectiles.
  • b or f + C - A knee to the chest followed by an uppercut away.
  • A great move that makes up for her tiny sweep. If spaced further out, it is safe on block, although typically at a little frame disadvantage so be careful pushing a button afterwards. Shrinks her hitbox to where it can slide under jumping moves and meaty an opponent as they land, can go under non-grounded projectiles, and works as a great pressure move to apply. King's slide that does not knock down on hit. Be sure to use her instant overhead to break defenses, as every bit of damage helps. King's hop isn't the best for offensive high/low mixups, and she can't land a cr.B, cr.A > Trap Shot combo after hopping in either, so learning j.D cr.A > Trap Shot is important, and you can cancel the cr.A on block or continue your offense if you decide to not cancel. Putting King on point will eliminate this worry. Also remember cr.A, cl.B, and cl.D can also be canceled into Strikes or Mirage Kick for blockstrings.Ī beginner player may try and CD counter his way out of dealing with Strike lockdown, but the major concern to look out for are GC rolls which will punish Mirage Kick, Venom Strike, and Double Strike if the opponent guesses on a cancelable normal and you followthrough. st.CD is great for pinning down opponents by canceling into Venom/Double Strike. Just be careful on how you follow up after your slide, since you are usually on the frame disadvantage.

    the king of fighters 98 cover

    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.









    The king of fighters 98 cover