![]() ![]() This will not factor in proration if applicable Stun Amount of stun damage a move inflicts. Startup or Active may be used to note the frame range. Throw and/or Hit Invincibility the move has. (Startup - 1) means it's invincible until its 1st active frame. Invulnerability (Startup) means the move is invincible until after its 1st active frame. Number of frames the character recovers before ( +) or after ( -) the opponent.īlock Advantage x ~ y means the move has different frame advantage depending on range. Hit Advantage x ~ y means the move has different frame advantage depending on range. Recovery Number of frames past its active frames for the move to end and the character to recover unless the move is canceled. Number of frames the move is active, meaning able to connect, for. Startup Number of frames for the move to become active, first active frame included.Īctive x, (y), z means the move has two hits. Whether this move is special or super cancelable. Throws and unblockables will stay empty.Ĭancel (1) means only the first hit is cancelable, (2) the second, No bracket means the entire move has to be blocked said way. Guard (1) means only the first hit has to be blocked that way, (2) the second, Awkward Cross Ups: The angle in which j.C and j.D have to hit to cross up the opponent seems specific enough that you might forget these buttons can even do it.ĭamage z (x+y) means the move has two hits.įor a total of z.Needs Meter for Damage: You're not scoring big damage in combos midscreen without EX Tornado Kick, and in the corner you need both EX Tornado Kick and EX Venom Strike in addition to more expensive moves.Needs Meter for Reversal: King's best reversal option is a super, as her EX Trap Shoot only stops jump attacks.Far B: Deleting Haoh Shoukou Kens with a light kick is fun.Comfy Confirms: King's multi-hitting moves (such as cl.D and Trap Shot) give the player a comfortable window to perform hit confirms and super cancels.Silent Flash Safety: By ending combos with the Silent Flash super, King can easily set up a safejump.3D is a cancellable slide that can be used to catch zoning-frustrated opponents off guard. Capable Neutral Game: f.C and f.D both have great range.She's also capable in air-to-air situations thanks to j.B and j.CD. Strong Anti-Air Suite: A variety of anti-air buttons is available to her - 2C, f.C, cl.C and f.D cover a great range of jump and hop arcs.Additionally, her combos and blockstrings usually create the distance necessary for more fireball-chucking shenanigans. Queen of Keepaway: King has a plethora of fullscreen fireballs of varying speeds to work with, including air projectiles and a double fireball, which lets her counter other characters' zoning with ease.King is a character that shines in controlling space with a strong fireball game. Quick Combo Reference Quick Combo Reference (Air OK) = Can be done on both the ground and in the air. (Midair Only) = Can only be done in the air. ![]()
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