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Kof2k2UM - King
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Topic: Kof2k2UM - King (Read 518 times)
killeriori
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Kof2k2UM - King
«
on:
01 of March of 2010, 06:43:58 am »
King
Her combo DVD shows this:
- j.D, s.D [1hit], df+D, MAX, dash s.D, hcb+P, dp+K, qcfx2+K Surprise Rose DM
Meterless
- j.C, s.D, hcb+P or hcb+K
- c.B, s.B (or c.A), hcf+C
Combo with stocks.
- j.C, s.D, qcfx2+D
- j.C, s.D, HSDM
- c.B, s.B (or c.A), qcfx2+D
- j.C, s.D [1 hit], df+D, BC run, s.D [2 hit], hcb+C [3 hit], dp+D SC to qcfx2+B or qcf,hcb+B (S)DM
Gotta be in the corner at the end for the SC to connect properly. If you're midscreen do the following instead.
- j.C, s.D [1 hit], df+D, BC run, s.D [2 hit], hcb+C [4 hit] SC to qcfx2+D DM
- j.C, s.D [1 hit], df+D, BC run, s.D [2 hit], hcb+C [3 hit], dp+D, hcb+B
- j.C, s.D [1 hit], df+D, BC run, s.D [2 hit], HSDM
start with c.B, s.A, BC, s.D [2 hits] into whatever if you want a low starter
- df+D, BC, hcb+A [4 hit], SC to qcfx2+D DM (or do hcb+A [3 hit], dp+D, hcb+B)
In the corner:
s.CD counterhit, link to qcfx2+D DM
s.CD counterhit, cancel to dp+D
j.CD counterhit, land, juggle with qcfx2+B DM or dp+D
j.CD counterhit, land, juggle with hcb+C [first hit whiffs, next two connect], SC to qcf,hcb+B (S)DM
Midscreen:
j.CD counterhit, land, juggle with qcf+D [both hits]
s.CD counterhit, cancel to qcf+D [2 hit]
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genocide_cutter
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Re: Kof2k2UM - King
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Reply #1 on:
01 of March of 2010, 10:43:53 am »
don't spam her venom strike
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Kei
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你好
Re: Kof2k2UM - King
«
Reply #2 on:
01 of March of 2010, 03:31:59 pm »
Heres my flow chart:
Far away? No problem! Venom strike!
Jump? No problem! Tornado kick! (weak)
Roll? No problem! Run up hcf A/C
Want to rush? No problem! Zone em with jabs that connect or some light kicks if they jump.
Block alot? No problem! Mix up with run up hcf A/C
They reversaling you? No problem! Play their game and bait them to roll or jump or bad dp moves. Remember, the instant they do a roll you win with hcf A/C. King has very good safe pokes and a fwd B for a overhead. Play smart.
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Remxi
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Re: Kof2k2UM - King
«
Reply #3 on:
03 of March of 2010, 12:11:59 am »
j.A, j.C and j.D are all crossups that, good enough to use against standing and crouching. I think j.C is the best. You can set these up with blockstrings e.g. c.B, c.B, far s.A for a hyperhop crossup, c.B, c.A for a normal jump crossup etc (provided you're opponent doesn't move too much, which you can train by doing far s.C/s.D at the end of blockstrings.) j.D is an instant overhead on larger size characters only. Can link close s.A to far s.C but it's kinda buggy in this because her close s.C comes out and whiffs instead most of the time...
qcf,hcb+K (S)DM is invincible.
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