The king of fighters 98 the slugfest5/16/2023 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. ![]() 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.
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