More covered in other sections.Ĭr.A – Small, crouching jab. Daimon can use this move as a bait and then cancel into other special moves that beat out GCCD. Antsy opponents also have the tendency to want to GCCD against this move since it's easy to react to and want to absolutely push Daimon away. This move is a safe pressure tool that takes a decent chunk off the opponent's guard gauge and pushes both players out to a safe distance. This move starts up slow like other CD attacks but isn't quite that bad in terms of speed. Standing Blowback st.CD – Slow but strong palm strike. The biggest weakness to this move is that some characters can low profile underneath her boot with a sweep. As previously referenced, Far D will hit most crouching characters which gives King a decent blockstring ender once the opponent gets out of Crouching A range and gives her another great footsie poke in the spacing game. Crouching C, Far C, and Far D make up most of King's reactionary grounded anti-airs from the neutral game. Slower than Far C, but the hitbox extends further up and down. Note though, that even though it can whiff on crouching characters, the burden of punishing is on the opponent don't be too surprised if you get away with whiffing Far C unpunished. Far C is almost like a DP that beats standing attacks, hops, and movement but loses to crouch blocking. So what's the catch? Far C whiffs on most crouching characters, and even larger characters like Kyo can sweep to shrink his hitbox. Whenever you're feeling yourself or know a Far C will hit, it's possible to BC bypass into a 40% combo for two meter. Far C is also King's best punish against semi-safe on block moves like Iori's Aoi Hana which spaces him too far out for universal punishes. This means she can anti-air in certain situations in as little as 3F, frametrap even when she's at a negative advantage, and easily hit opponents out of their own attacks or keep them from walking/running/hopping forward. Unlike any other Far Heavy Normal in the game, King has a 3F fierce straight punch. Be sure to remember that this is going to lose to just about any low attack or any decent mid. This is another great button to press when fearing a hop on reaction, but it also serves as a good Venom Strike feint much like whiffing Ryu's st.LK to bait jump-ins. This covers a slightly higher space than Far C and Crouching C while recovering faster and generally having no vulnerable hitbox at the tip of her foot.
but on bigger characters like Kyo or Daimon this is a handy attack since it's plus on block and can frametrap into Far C.ĭiagonal kick. Whiffs on smaller crouching characters like K'. This is as fast as Far C, but the recovery is much better making it more suited for quick hop checks or twitch baits. Finally, Close D works decently as an anti-air just in case Far D didn't come out. However, by mixing up canceling on the first hit, stopping, or chaining into command normals you can make this attack stupidly safe. Given the long animation and most players tendency to cancel on the second hit, Close D is a common move to guard cancel roll. Both hits are cancelable which gives King plenty of time confirm into a combo, stop, or cancel into Venom Strike for a blockstring. Although King's Close D is on the slower end of Close Normal speed, it's fast enough to link after most standard jump-ins or as a punish. For combo usage, Close D is preferred since it gives you more time to hitconfirm.Ĭl.D – Double kick chain. That said, it works well when running forward to preempt hops or dash throw, especially given her amazing Far C which can accidentally hit as an option select. Since King bends her arm back a bit too far it's not as effective as an Iori or Kyo Close C don't expect this to anti-air very well in the corner.
Be careful when trying to use Far B as an anti-air when under close pressure or you might end up using Close B and being punished.Ĭl.C – Standing uppercut. This is only special cancelable and restricted to a very short activation range, but it can function as a twitch bait since it's a standing low attack. Some characters have lower hitting Close A attacks, but King's will still work as a good hop anti-air.Ĭl.B – Token Muay Thai low shin kick. This will hit most crouching opponents and is both chain and special cancelable, but realistically Crouching A is more reliable for combos and blockstrings due to its superior reach.